#include "wizard/wizard-special-process.h"
#include "artifact/fixed-art-generator.h"
-#include "artifact/random-art-generator.h"
#include "birth/inventory-initializer.h"
#include "cmd-io/cmd-dump.h"
#include "cmd-io/cmd-help.h"
#include "core/window-redrawer.h"
#include "dungeon/dungeon.h"
#include "dungeon/quest.h"
-#include "flavor/flavor-describer.h"
-#include "flavor/object-flavor-types.h"
#include "flavor/object-flavor.h"
+#include "floor/floor-mode-changer.h"
#include "floor/floor-object.h"
-#include "floor/floor-save.h"
-#include "floor/floor.h"
#include "game-option/option-types-table.h"
#include "game-option/play-record-options.h"
#include "game-option/special-options.h"
#include "inventory/inventory-object.h"
#include "inventory/inventory-slot-types.h"
#include "io/files-util.h"
-#include "io/input-key-acceptor.h"
#include "io/input-key-requester.h"
#include "io/write-diary.h"
#include "market/arena.h"
#include "object-enchant/item-apply-magic.h"
#include "object-enchant/trc-types.h"
#include "object-enchant/trg-types.h"
-#include "object-hook/hook-enchant.h"
-#include "object/item-use-flags.h"
-#include "object/object-flags.h"
#include "object/object-generator.h"
#include "object/object-kind.h"
-#include "object/object-value.h"
#include "perception/object-perception.h"
+#include "player-info/self-info.h"
#include "player/digestion-processor.h"
#include "player/patron.h"
#include "player/player-class.h"
#include "player/player-race-types.h"
#include "player/player-skill.h"
#include "player/player-status.h"
-#include "player/selfinfo.h"
+#include "player/player-status-table.h"
#include "spell-kind/spells-detection.h"
-#include "spell-kind/spells-floor.h"
-#include "spell-kind/spells-perception.h"
#include "spell-kind/spells-sight.h"
#include "spell-kind/spells-teleport.h"
#include "spell/spells-object.h"
#include "spell/spells-status.h"
#include "spell/spells-summon.h"
#include "status/experience.h"
-#include "system/alloc-entries.h"
#include "system/angband-version.h"
#include "system/artifact-type-definition.h"
#include "system/floor-type-definition.h"
#include "target/grid-selector.h"
#include "term/screen-processor.h"
-#include "term/term-color-types.h"
#include "util/angband-files.h"
#include "util/bit-flags-calculator.h"
#include "util/int-char-converter.h"
#include "wizard/wizard-spoiler.h"
#include "world/world.h"
-#define K_MAX_DEPTH 110 /*!< アイテムの階層毎生成率を表示する最大階 */
-
#define NUM_O_SET 8
#define NUM_O_BIT 32
}
/*!
- * @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.
- * @param tval ベースアイテムの大項目ID
- * @param sval ベースアイテムの小項目ID
- * @param row 表示列
- * @param col 表示行
- * @return なし
- */
-static void prt_alloc(tval_type tval, OBJECT_SUBTYPE_VALUE sval, TERM_LEN row, TERM_LEN col)
-{
- u32b rarity[K_MAX_DEPTH];
- (void)C_WIPE(rarity, K_MAX_DEPTH, u32b);
- u32b total[K_MAX_DEPTH];
- (void)C_WIPE(total, K_MAX_DEPTH, u32b);
- s32b display[22];
- (void)C_WIPE(display, 22, s32b);
-
- int home = 0;
- for (int i = 0; i < K_MAX_DEPTH; i++) {
- int total_frac = 0;
- object_kind *k_ptr;
- alloc_entry *table = alloc_kind_table;
- for (int j = 0; j < alloc_kind_size; j++) {
- PERCENTAGE prob = 0;
-
- if (table[j].level <= i) {
- prob = table[j].prob1 * GREAT_OBJ * K_MAX_DEPTH;
- } else if (table[j].level - 1 > 0) {
- prob = table[j].prob1 * i * K_MAX_DEPTH / (table[j].level - 1);
- }
-
- k_ptr = &k_info[table[j].index];
-
- total[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
- total_frac += prob % (GREAT_OBJ * K_MAX_DEPTH);
-
- if ((k_ptr->tval == tval) && (k_ptr->sval == sval)) {
- home = k_ptr->level;
- rarity[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
- }
- }
-
- total[i] += total_frac / (GREAT_OBJ * K_MAX_DEPTH);
- }
-
- for (int i = 0; i < 22; i++) {
- int possibility = 0;
- for (int j = i * K_MAX_DEPTH / 22; j < (i + 1) * K_MAX_DEPTH / 22; j++)
- possibility += rarity[j] * 100000 / total[j];
-
- display[i] = possibility / 5;
- }
-
- for (int i = 0; i < 22; i++) {
- term_putch(col, row + i + 1, TERM_WHITE, '|');
- prt(format("%2dF", (i * 5)), row + i + 1, col);
- if ((i * K_MAX_DEPTH / 22 <= home) && (home < (i + 1) * K_MAX_DEPTH / 22))
- c_prt(TERM_RED, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
- else
- c_prt(TERM_WHITE, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
- }
-
- concptr r = "+---Rate---+";
- prt(r, row, col);
-}
-
-/*!
- * @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.
- * @return なし
- */
-static void prt_binary(BIT_FLAGS flags, const int row, int col)
-{
- u32b bitmask;
- for (int i = bitmask = 1; i <= 32; i++, bitmask *= 2)
- if (flags & bitmask)
- term_putch(col++, row, TERM_BLUE, '*');
- else
- term_putch(col++, row, TERM_WHITE, '-');
-}
-
-/*!
- * @brief アイテムの詳細ステータスを表示する /
- * Change various "permanent" player variables.
- * @param player_ptr プレーヤーへの参照ポインタ
- * @param o_ptr 詳細を表示するアイテム情報の参照ポインタ
- * @return なし
- */
-static void wiz_display_item(player_type *player_ptr, object_type *o_ptr)
-{
- BIT_FLAGS flgs[TR_FLAG_SIZE];
- object_flags(player_ptr, o_ptr, flgs);
- int j = 13;
- for (int i = 1; i <= 23; i++)
- prt("", i, j - 2);
-
- prt_alloc(o_ptr->tval, o_ptr->sval, 1, 0);
- char buf[256];
- describe_flavor(player_ptr, buf, o_ptr, OD_STORE);
- prt(buf, 2, j);
- prt(format("kind = %-5d level = %-4d tval = %-5d sval = %-5d", o_ptr->k_idx, k_info[o_ptr->k_idx].level, o_ptr->tval, o_ptr->sval), 4, j);
- prt(format("number = %-3d wgt = %-6d ac = %-5d damage = %dd%d", o_ptr->number, o_ptr->weight, o_ptr->ac, o_ptr->dd, o_ptr->ds), 5, j);
- prt(format("pval = %-5d toac = %-5d tohit = %-4d todam = %-4d", o_ptr->pval, o_ptr->to_a, o_ptr->to_h, o_ptr->to_d), 6, j);
- prt(format("name1 = %-4d name2 = %-4d cost = %ld", o_ptr->name1, o_ptr->name2, (long)object_value_real(player_ptr, o_ptr)), 7, j);
- prt(format("ident = %04x xtra1 = %-4d xtra2 = %-4d timeout = %-d", o_ptr->ident, o_ptr->xtra1, o_ptr->xtra2, o_ptr->timeout), 8, j);
- prt(format("xtra3 = %-4d xtra4 = %-4d xtra5 = %-4d cursed = %-d", o_ptr->xtra3, o_ptr->xtra4, o_ptr->xtra5, o_ptr->curse_flags), 9, j);
-
- prt("+------------FLAGS1------------+", 10, j);
- prt("AFFECT........SLAY........BRAND.", 11, j);
- prt(" mf cvae xsqpaefc", 12, j);
- prt("siwdccsossidsahanvudotgddhuoclio", 13, j);
- prt("tnieohtctrnipttmiinmrrnrrraiierl", 14, j);
- prt("rtsxnarelcfgdkcpmldncltggpksdced", 15, j);
- prt_binary(flgs[0], 16, j);
-
- prt("+------------FLAGS2------------+", 17, j);
- prt("SUST....IMMUN.RESIST............", 18, j);
- prt(" reaefctrpsaefcpfldbc sn ", 19, j);
- prt("siwdcciaclioheatcliooeialoshtncd", 20, j);
- prt("tnieohdsierlrfraierliatrnnnrhehi", 21, j);
- prt("rtsxnaeydcedwlatdcedsrekdfddrxss", 22, j);
- prt_binary(flgs[1], 23, j);
-
- prt("+------------FLAGS3------------+", 10, j + 32);
- prt("fe cnn t stdrmsiiii d ab ", 11, j + 32);
- prt("aa aoomywhs lleeieihgggg rtgl ", 12, j + 32);
- prt("uu utmacaih eielgggonnnnaaere ", 13, j + 32);
- prt("rr reanurdo vtieeehtrrrrcilas ", 14, j + 32);
- prt("aa algarnew ienpsntsaefctnevs ", 15, j + 32);
- prt_binary(flgs[2], 16, j + 32);
-
- prt("+------------FLAGS4------------+", 17, j + 32);
- prt("KILL....ESP......... ", 18, j + 32);
- prt("aeud tghaud tgdhegnu ", 19, j + 32);
- prt("nvneoriunneoriruvoon ", 20, j + 32);
- prt("iidmroamidmroagmionq ", 21, j + 32);
- prt("mlenclnmmenclnnnldlu ", 22, j + 32);
- prt_binary(flgs[3], 23, j + 32);
-}
-
-/*!
- * @brief 検査対象のアイテムを基準とした生成テストを行う /
- * Try to create an item again. Output some statistics. -Bernd-
- * @param caster_ptr プレーヤーへの参照ポインタ
- * @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
- * @return なし
- * The statistics are correct now. We acquire a clean grid, and then
- * repeatedly place an object in this grid, copying it into an item
- * holder, and then deleting the object. We fiddle with the artifact
- * counter flags to prevent weirdness. We use the items to collect
- * statistics on item creation relative to the initial item.
- */
-static void wiz_statistics(player_type *caster_ptr, object_type *o_ptr)
-{
- concptr q = "Rolls: %ld Correct: %ld Matches: %ld Better: %ld Worse: %ld Other: %ld";
- concptr p = "Enter number of items to roll: ";
- char tmp_val[80];
-
- if (object_is_fixed_artifact(o_ptr))
- a_info[o_ptr->name1].cur_num = 0;
-
- u32b i, matches, better, worse, other, correct;
- u32b test_roll = 1000000;
- char ch;
- concptr quality;
- BIT_FLAGS mode;
- while (TRUE) {
- concptr pmt = "Roll for [n]ormal, [g]ood, or [e]xcellent treasure? ";
- wiz_display_item(caster_ptr, o_ptr);
- if (!get_com(pmt, &ch, FALSE))
- break;
-
- if (ch == 'n' || ch == 'N') {
- mode = 0L;
- quality = "normal";
- } else if (ch == 'g' || ch == 'G') {
- mode = AM_GOOD;
- quality = "good";
- } else if (ch == 'e' || ch == 'E') {
- mode = AM_GOOD | AM_GREAT;
- quality = "excellent";
- } else {
- break;
- }
-
- sprintf(tmp_val, "%ld", (long int)test_roll);
- if (get_string(p, tmp_val, 10))
- test_roll = atol(tmp_val);
- test_roll = MAX(1, test_roll);
- msg_format("Creating a lot of %s items. Base level = %d.", quality, caster_ptr->current_floor_ptr->dun_level);
- msg_print(NULL);
-
- correct = matches = better = worse = other = 0;
- for (i = 0; i <= test_roll; i++) {
- if ((i < 100) || (i % 100 == 0)) {
- inkey_scan = TRUE;
- if (inkey()) {
- flush();
- break; // stop rolling
- }
-
- prt(format(q, i, correct, matches, better, worse, other), 0, 0);
- term_fresh();
- }
-
- object_type forge;
- object_type *q_ptr = &forge;
- object_wipe(q_ptr);
- make_object(caster_ptr, q_ptr, mode);
- if (object_is_fixed_artifact(q_ptr))
- a_info[q_ptr->name1].cur_num = 0;
-
- if ((o_ptr->tval != q_ptr->tval) || (o_ptr->sval != q_ptr->sval))
- continue;
-
- correct++;
- 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)
- && (q_ptr->name1 == o_ptr->name1)) {
- matches++;
- } 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)) {
- better++;
- } 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)) {
- worse++;
- } else {
- other++;
- }
- }
-
- msg_format(q, i, correct, matches, better, worse, other);
- msg_print(NULL);
- }
-
- if (object_is_fixed_artifact(o_ptr))
- a_info[o_ptr->name1].cur_num = 1;
-}
-
-/*!
- * @brief アイテムの質を選択して再生成する /
- * Apply magic to an item or turn it into an artifact. -Bernd-
- * @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
- * @return なし
- */
-static void wiz_reroll_item(player_type *owner_ptr, object_type *o_ptr)
-{
- if (object_is_artifact(o_ptr))
- return;
-
- object_type forge;
- object_type *q_ptr;
- q_ptr = &forge;
- object_copy(q_ptr, o_ptr);
-
- char ch;
- bool changed = FALSE;
- while (TRUE) {
- wiz_display_item(owner_ptr, q_ptr);
- if (!get_com("[a]ccept, [w]orthless, [c]ursed, [n]ormal, [g]ood, [e]xcellent, [s]pecial? ", &ch, FALSE)) {
- if (object_is_fixed_artifact(q_ptr)) {
- a_info[q_ptr->name1].cur_num = 0;
- q_ptr->name1 = 0;
- }
-
- changed = FALSE;
- break;
- }
-
- if (ch == 'A' || ch == 'a') {
- changed = TRUE;
- break;
- }
-
- if (object_is_fixed_artifact(q_ptr)) {
- a_info[q_ptr->name1].cur_num = 0;
- q_ptr->name1 = 0;
- }
-
- switch (tolower(ch)) {
- /* Apply bad magic, but first clear object */
- case 'w':
- object_prep(owner_ptr, q_ptr, o_ptr->k_idx);
- apply_magic(owner_ptr, q_ptr, owner_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT | AM_CURSED);
- break;
- /* Apply bad magic, but first clear object */
- case 'c':
- object_prep(owner_ptr, q_ptr, o_ptr->k_idx);
- apply_magic(owner_ptr, q_ptr, owner_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_CURSED);
- break;
- /* Apply normal magic, but first clear object */
- case 'n':
- object_prep(owner_ptr, q_ptr, o_ptr->k_idx);
- apply_magic(owner_ptr, q_ptr, owner_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART);
- break;
- /* Apply good magic, but first clear object */
- case 'g':
- object_prep(owner_ptr, q_ptr, o_ptr->k_idx);
- apply_magic(owner_ptr, q_ptr, owner_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD);
- break;
- /* Apply great magic, but first clear object */
- case 'e':
- object_prep(owner_ptr, q_ptr, o_ptr->k_idx);
- apply_magic(owner_ptr, q_ptr, owner_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT);
- break;
- /* Apply special magic, but first clear object */
- case 's':
- object_prep(owner_ptr, q_ptr, o_ptr->k_idx);
- apply_magic(owner_ptr, q_ptr, owner_ptr->current_floor_ptr->dun_level, AM_GOOD | AM_GREAT | AM_SPECIAL);
- if (!object_is_artifact(q_ptr))
- become_random_artifact(owner_ptr, q_ptr, FALSE);
-
- break;
- default:
- break;
- }
-
- q_ptr->iy = o_ptr->iy;
- q_ptr->ix = o_ptr->ix;
- q_ptr->next_o_idx = o_ptr->next_o_idx;
- q_ptr->marked = o_ptr->marked;
- }
-
- if (!changed)
- return;
-
- object_copy(o_ptr, q_ptr);
- owner_ptr->update |= PU_BONUS;
- owner_ptr->update |= PU_COMBINE | PU_REORDER;
- owner_ptr->window |= PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER;
-}
-
-/*!
- * @briefアイテムの基礎能力値を調整する / Tweak an item
- * @param player_ptr プレーヤーへの参照ポインタ
- * @param o_ptr 調整するアイテムの参照ポインタ
- * @return なし
- */
-static void wiz_tweak_item(player_type *player_ptr, object_type *o_ptr)
-{
- if (object_is_artifact(o_ptr))
- return;
-
- concptr p = "Enter new 'pval' setting: ";
- char tmp_val[80];
- sprintf(tmp_val, "%d", o_ptr->pval);
- if (!get_string(p, tmp_val, 5))
- return;
-
- o_ptr->pval = (s16b)atoi(tmp_val);
- wiz_display_item(player_ptr, o_ptr);
- p = "Enter new 'to_a' setting: ";
- sprintf(tmp_val, "%d", o_ptr->to_a);
- if (!get_string(p, tmp_val, 5))
- return;
-
- o_ptr->to_a = (s16b)atoi(tmp_val);
- wiz_display_item(player_ptr, o_ptr);
- p = "Enter new 'to_h' setting: ";
- sprintf(tmp_val, "%d", o_ptr->to_h);
- if (!get_string(p, tmp_val, 5))
- return;
-
- o_ptr->to_h = (s16b)atoi(tmp_val);
- wiz_display_item(player_ptr, o_ptr);
- p = "Enter new 'to_d' setting: ";
- sprintf(tmp_val, "%d", (int)o_ptr->to_d);
- if (!get_string(p, tmp_val, 5))
- return;
-
- o_ptr->to_d = (s16b)atoi(tmp_val);
- wiz_display_item(player_ptr, o_ptr);
-}
-
-/*!
- * @brief 検査対象のアイテムの数を変更する /
- * Change the quantity of a the item
- * @param caster_ptr プレーヤーへの参照ポインタ
- * @param o_ptr 変更するアイテム情報構造体の参照ポインタ
- * @return なし
- */
-static void wiz_quantity_item(object_type *o_ptr)
-{
- if (object_is_artifact(o_ptr))
- return;
-
- int tmp_qnt = o_ptr->number;
- char tmp_val[100];
- sprintf(tmp_val, "%d", (int)o_ptr->number);
- if (get_string("Quantity: ", tmp_val, 2)) {
- int tmp_int = atoi(tmp_val);
- if (tmp_int < 1)
- tmp_int = 1;
-
- if (tmp_int > 99)
- tmp_int = 99;
-
- o_ptr->number = (byte)tmp_int;
- }
-
- if (o_ptr->tval == TV_ROD)
- o_ptr->pval = o_ptr->pval * o_ptr->number / tmp_qnt;
-}
-
-/*!
- * @brief アイテムを弄るデバッグコマンド
- * Play with an item. Options include:
- * @return なし
- * @details
- * - Output statistics (via wiz_roll_item)<br>
- * - Reroll item (via wiz_reroll_item)<br>
- * - Change properties (via wiz_tweak_item)<br>
- * - Change the number of items (via wiz_quantity_item)<br>
- */
-void wiz_modify_item(player_type *creature_ptr)
-{
- concptr q = "Play with which object? ";
- concptr s = "You have nothing to play with.";
- OBJECT_IDX item;
- object_type *o_ptr;
- o_ptr = choose_object(creature_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
- if (!o_ptr)
- return;
-
- screen_save(creature_ptr);
-
- object_type forge;
- object_type *q_ptr;
- q_ptr = &forge;
- object_copy(q_ptr, o_ptr);
- char ch;
- bool changed = FALSE;
- while (TRUE) {
- wiz_display_item(creature_ptr, q_ptr);
- if (!get_com("[a]ccept [s]tatistics [r]eroll [t]weak [q]uantity? ", &ch, FALSE)) {
- changed = FALSE;
- break;
- }
-
- if (ch == 'A' || ch == 'a') {
- changed = TRUE;
- break;
- }
-
- if (ch == 's' || ch == 'S') {
- wiz_statistics(creature_ptr, q_ptr);
- }
-
- if (ch == 'r' || ch == 'R') {
- wiz_reroll_item(creature_ptr, q_ptr);
- }
-
- if (ch == 't' || ch == 'T') {
- wiz_tweak_item(creature_ptr, q_ptr);
- }
-
- if (ch == 'q' || ch == 'Q') {
- wiz_quantity_item(q_ptr);
- }
- }
-
- screen_load(creature_ptr);
- if (changed) {
- msg_print("Changes accepted.");
- if (item >= 0) {
- creature_ptr->total_weight += (q_ptr->weight * q_ptr->number) - (o_ptr->weight * o_ptr->number);
- }
-
- object_copy(o_ptr, q_ptr);
- creature_ptr->update |= PU_BONUS;
- creature_ptr->update |= PU_COMBINE | PU_REORDER;
- creature_ptr->window |= PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER;
- } else {
- msg_print("Changes ignored.");
- }
-}
-
-/*!
* @brief プレイ日数を変更する / Set gametime.
* @return 実際に変更を行ったらTRUEを返す
*/