1 #include "wizard/wizard-item-modifier.h"
2 #include "artifact/fixed-art-generator.h"
3 #include "artifact/fixed-art-types.h"
4 #include "artifact/random-art-effects.h"
5 #include "artifact/random-art-generator.h"
6 #include "core/asking-player.h"
7 #include "core/show-file.h"
8 #include "core/stuff-handler.h"
9 #include "core/window-redrawer.h"
10 #include "flavor/flavor-describer.h"
11 #include "flavor/object-flavor-types.h"
12 #include "floor/floor-object.h"
13 #include "game-option/cheat-options.h"
14 #include "inventory/inventory-slot-types.h"
15 #include "io/input-key-acceptor.h"
16 #include "io/input-key-requester.h"
17 #include "object-enchant/item-apply-magic.h"
18 #include "object-enchant/item-magic-applier.h"
19 #include "object-enchant/object-ego.h"
20 #include "object-enchant/special-object-flags.h"
21 #include "object-enchant/tr-types.h"
22 #include "object/item-use-flags.h"
23 #include "object/object-info.h"
24 #include "object/object-kind-hook.h"
25 #include "object/object-mark-types.h"
26 #include "object/object-value.h"
27 #include "spell-kind/spells-perception.h"
28 #include "spell/spells-object.h"
29 #include "system/alloc-entries.h"
30 #include "system/artifact-type-definition.h"
31 #include "system/baseitem-info.h"
32 #include "system/floor-type-definition.h"
33 #include "system/item-entity.h"
34 #include "system/player-type-definition.h"
35 #include "system/redrawing-flags-updater.h"
36 #include "system/system-variables.h"
37 #include "term/screen-processor.h"
38 #include "term/term-color-types.h"
39 #include "term/z-form.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-messages.h"
45 #include "wizard/wizard-special-process.h"
46 #include "world/world.h"
54 constexpr auto BASEITEM_MAX_DEPTH = 110; /*!< アイテムの階層毎生成率を表示する最大階 */
58 * @brief アイテム設定コマンド一覧表
60 constexpr std::array wizard_sub_menu_table = {
61 std::make_tuple('a', _("アーティファクト出現フラグリセット", "Restore aware flag of fixed artifact")),
62 std::make_tuple('A', _("アーティファクトを出現済みにする", "Make a fixed artifact awared")),
63 std::make_tuple('B', _("フロア相当の呪物ドロップ", "Drop cursed item")),
64 std::make_tuple('c', _("フロア相当の一般品獲得ドロップ (★不許可)", "Drop normal item (excluding fixed artifacts)")),
65 std::make_tuple('C', _("フロア相当の一般品獲得ドロップ (★許可)", "Drop normal item (including fixed artifacts)")),
66 std::make_tuple('d', _("フロア相当の上質品獲得ドロップ", "Drop good item")),
67 std::make_tuple('D', _("フロア相当の高級品獲得ドロップ", "Drop excellent item")),
68 std::make_tuple('e', _("フロア相当のエゴ品獲得ドロップ", "Drop excellent item")),
69 std::make_tuple('E', _("フロア相当の特別品獲得ドロップ", "Drop special item")),
70 std::make_tuple('f', _("*鑑定*", "*Idenfity*")),
71 std::make_tuple('i', _("鑑定", "Idenfity")),
72 std::make_tuple('I', _("インベントリ全*鑑定*", "Idenfity all items fully in inventory")),
73 std::make_tuple('l', _("指定アイテム番号まで一括鑑定", "Make items awared to target item id")),
74 std::make_tuple('U', _("発動を変更する", "Modify item activation")),
75 std::make_tuple('w', _("願い", "Wishing")),
79 * @brief ゲーム設定コマンドの一覧を表示する
81 void display_wizard_sub_menu()
83 for (auto y = 1U; y <= wizard_sub_menu_table.size(); y++) {
84 term_erase(14, y, 64);
89 for (const auto &[symbol, desc] : wizard_sub_menu_table) {
91 ss << symbol << ") " << desc;
92 put_str(ss.str(), r++, c);
97 void wiz_restore_aware_flag_of_fixed_arfifact(FixedArtifactId reset_artifact_idx, bool aware = false);
98 void wiz_modify_item_activation(PlayerType *player_ptr);
99 void wiz_identify_full_inventory(PlayerType *player_ptr);
101 static void wiz_item_drop(PlayerType *player_ptr, const int num_items, const EnumClassFlagGroup<ItemMagicAppliance> &appliance)
104 const auto is_cursed = appliance.has(ItemMagicAppliance::CURSED);
109 if (appliance.has(ItemMagicAppliance::GOOD)) {
113 if (appliance.has(ItemMagicAppliance::GREAT)) {
117 if (appliance.has(ItemMagicAppliance::SPECIAL)) {
121 for (auto i = 0; i < num_items; i++) {
123 if (!make_object(player_ptr, &item, mode)) {
127 if (is_cursed && !item.is_cursed()) {
132 if (appliance.has(ItemMagicAppliance::EGO) && !item.is_ego()) {
137 if (!drop_near(player_ptr, &item, -1, player_ptr->y, player_ptr->x)) {
138 msg_print_wizard(player_ptr, 0, "No item dropping space!");
145 * @brief ゲーム設定コマンドの入力を受け付ける
146 * @param player_ptr プレイヤーの情報へのポインタ
148 void wizard_item_modifier(PlayerType *player_ptr)
151 display_wizard_sub_menu();
153 const auto command = input_command("Player Command: ");
154 const auto cmd = command.value_or(ESCAPE);
164 wiz_restore_aware_flag_of_fixed_arfifact(i2enum<FixedArtifactId>(command_arg));
167 wiz_restore_aware_flag_of_fixed_arfifact(i2enum<FixedArtifactId>(command_arg), true);
170 command_arg = std::clamp<short>(command_arg, 1, 999);
171 wiz_item_drop(player_ptr, command_arg, { ItemMagicAppliance::CURSED });
174 command_arg = std::clamp<short>(command_arg, 1, 999);
175 wiz_item_drop(player_ptr, command_arg, { ItemMagicAppliance::NO_FIXED_ART });
178 command_arg = std::clamp<short>(command_arg, 1, 999);
179 wiz_item_drop(player_ptr, command_arg, {});
182 command_arg = std::clamp<short>(command_arg, 1, 999);
183 wiz_item_drop(player_ptr, command_arg, { ItemMagicAppliance::GOOD });
186 command_arg = std::clamp<short>(command_arg, 1, 999);
187 wiz_item_drop(player_ptr, command_arg, { ItemMagicAppliance::GOOD, ItemMagicAppliance::GREAT });
190 command_arg = std::clamp<short>(command_arg, 1, 999);
191 wiz_item_drop(player_ptr, command_arg, { ItemMagicAppliance::GOOD, ItemMagicAppliance::GREAT, ItemMagicAppliance::EGO });
194 command_arg = std::clamp<short>(command_arg, 1, 999);
195 wiz_item_drop(player_ptr, command_arg, { ItemMagicAppliance::GOOD, ItemMagicAppliance::GREAT, ItemMagicAppliance::SPECIAL });
198 identify_fully(player_ptr, false);
201 (void)ident_spell(player_ptr, false);
204 wiz_identify_full_inventory(player_ptr);
207 wiz_learn_items_all(player_ptr);
210 wiz_modify_item_activation(player_ptr);
213 do_cmd_wishing(player_ptr, -1, true, true, true);
219 * @brief 固定アーティファクトの出現フラグをリセットする
220 * @param reset_artifact_idx 指定したアーティファクトID
222 void wiz_restore_aware_flag_of_fixed_arfifact(FixedArtifactId reset_artifact_idx, bool aware)
224 const auto max_a_idx = enum2i(artifacts_info.rbegin()->first);
225 const auto message = aware ? "Modified." : "Restored.";
226 auto &artifacts = ArtifactsInfo::get_instance();
227 if (reset_artifact_idx != FixedArtifactId::NONE) {
228 artifacts.get_artifact(reset_artifact_idx).is_generated = aware;
233 const auto input_artifact_id = input_numerics("Artifact ID", 1, max_a_idx, FixedArtifactId::GALADRIEL_PHIAL);
234 if (!input_artifact_id.has_value()) {
238 artifacts.get_artifact(input_artifact_id.value()).is_generated = aware;
243 * @brief オブジェクトに発動を追加する/変更する
244 * @param catser_ptr プレイヤー情報への参照ポインタ
246 void wiz_modify_item_activation(PlayerType *player_ptr)
248 constexpr auto q = _("どのアイテムの発動を変更しますか? ", "Which item? ");
249 constexpr auto s = _("発動を変更するアイテムがない。", "Nothing to do with.");
251 auto *o_ptr = choose_object(player_ptr, &i_idx, q, s, USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT);
256 constexpr auto min = enum2i(RandomArtActType::NONE);
257 constexpr auto max = enum2i(RandomArtActType::MAX) - 1;
258 const auto act_id = input_numerics<RandomArtActType>("Activation ID", min, max);
259 if (!act_id.has_value()) {
263 auto act_idx = act_id.value();
264 o_ptr->art_flags.set(TR_ACTIVATE);
265 o_ptr->activation_id = act_idx;
269 * @brief インベントリ内のアイテムを全て*鑑定*済みにする
270 * @param catser_ptr プレイヤー情報への参照ポインタ
272 void wiz_identify_full_inventory(PlayerType *player_ptr)
274 for (int i = 0; i < INVEN_TOTAL; i++) {
275 auto *o_ptr = &player_ptr->inventory_list[i];
276 if (!o_ptr->is_valid()) {
280 auto &baseitem = o_ptr->get_baseitem();
281 baseitem.aware = true; //!< @note 記録には残さないためTRUEを立てるのみ
282 set_bits(o_ptr->ident, IDENT_KNOWN | IDENT_FULL_KNOWN);
283 o_ptr->marked.set(OmType::TOUCHED);
286 auto &rfu = RedrawingFlagsUpdater::get_instance();
287 static constexpr auto flags_srf = {
288 StatusRecalculatingFlag::COMBINATION,
289 StatusRecalculatingFlag::REORDER,
291 rfu.set_flags(flags_srf);
292 static constexpr auto flags_swrf = {
293 SubWindowRedrawingFlag::INVENTORY,
294 SubWindowRedrawingFlag::EQUIPMENT,
296 rfu.set_flags(flags_swrf);
300 * @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.
301 * @param tval ベースアイテムの大項目ID
302 * @param sval ベースアイテムの小項目ID
306 static void prt_alloc(const BaseitemKey &bi_key, TERM_LEN row, TERM_LEN col)
308 uint32_t rarity[BASEITEM_MAX_DEPTH]{};
309 uint32_t total[BASEITEM_MAX_DEPTH]{};
310 int32_t display[22]{};
313 for (auto i = 0; i < BASEITEM_MAX_DEPTH; i++) {
315 constexpr auto magnificant = CHANCE_BASEITEM_LEVEL_BOOST * BASEITEM_MAX_DEPTH;
316 for (const auto &entry : alloc_kind_table) {
318 if (entry.level <= i) {
319 prob = entry.prob1 * magnificant;
320 } else if (entry.level - 1 > 0) {
321 prob = entry.prob1 * i * BASEITEM_MAX_DEPTH / (entry.level - 1);
324 const auto &baseitem = entry.get_baseitem();
325 total[i] += prob / magnificant;
326 total_frac += prob % magnificant;
328 if (baseitem.bi_key == bi_key) {
329 home = baseitem.level;
330 rarity[i] += prob / magnificant;
334 total[i] += total_frac / magnificant;
337 for (auto i = 0; i < 22; i++) {
338 auto possibility = 0;
339 for (int j = i * BASEITEM_MAX_DEPTH / 22; j < (i + 1) * BASEITEM_MAX_DEPTH / 22; j++) {
340 possibility += rarity[j] * 100000 / total[j];
343 display[i] = possibility / 5;
346 for (auto i = 0; i < 22; i++) {
347 term_putch(col, row + i + 1, TERM_WHITE, '|');
348 prt(format("%2dF", (i * 5)), row + i + 1, col);
349 if ((i * BASEITEM_MAX_DEPTH / 22 <= home) && (home < (i + 1) * BASEITEM_MAX_DEPTH / 22)) {
350 c_prt(TERM_RED, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
352 c_prt(TERM_WHITE, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
356 concptr r = "+---Rate---+";
361 * @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.
363 static void prt_binary(BIT_FLAGS flags, const int row, int col)
366 for (int i = bitmask = 1; i <= 32; i++, bitmask *= 2) {
367 if (flags & bitmask) {
368 term_putch(col++, row, TERM_BLUE, '*');
370 term_putch(col++, row, TERM_WHITE, '-');
376 * @brief アイテムの詳細ステータスを表示する /
377 * Change various "permanent" player variables.
378 * @param player_ptr プレイヤーへの参照ポインタ
379 * @param o_ptr 詳細を表示するアイテム情報の参照ポインタ
381 static void wiz_display_item(PlayerType *player_ptr, ItemEntity *o_ptr)
383 auto get_seq_32bits = [](const TrFlags &flags, uint start) {
384 BIT_FLAGS result = 0U;
385 for (auto i = 0U; i < 32 && start + i < flags.size(); i++) {
386 if (flags.has(i2enum<tr_type>(start + i))) {
393 for (int i = 1; i <= 23; i++) {
397 prt_alloc(o_ptr->bi_key, 1, 0);
398 const auto item_name = describe_flavor(player_ptr, o_ptr, OD_STORE);
399 prt(item_name, 2, j);
402 const auto &bi_key = o_ptr->bi_key;
403 const auto item_level = o_ptr->get_baseitem().level;
404 prt(format("kind = %-5d level = %-4d tval = %-5d sval = %-5d", o_ptr->bi_id, item_level, enum2i(bi_key.tval()), bi_key.sval().value()), line, j);
405 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);
406 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);
407 prt(format("fixed_artifact_idx = %-4d ego_idx = %-4d cost = %d", enum2i(o_ptr->fixed_artifact_idx), enum2i(o_ptr->ego_idx), object_value_real(o_ptr)), ++line, j);
408 prt(format("ident = %04x activation_id = %-4d timeout = %-d", o_ptr->ident, enum2i(o_ptr->activation_id), o_ptr->timeout), ++line, j);
409 prt(format("chest_level = %-4d fuel = %-d", o_ptr->chest_level, o_ptr->fuel), ++line, j);
410 prt(format("smith_hit = %-4d smith_damage = %-4d", o_ptr->smith_hit, o_ptr->smith_damage), ++line, j);
411 prt(format("cursed = %-4lX captured_monster_speed = %-4d", o_ptr->curse_flags.to_ulong(), o_ptr->captured_monster_speed), ++line, j);
412 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);
414 const auto flags = o_ptr->get_flags();
415 prt("+------------FLAGS1------------+", ++line, j);
416 prt("AFFECT........SLAY........BRAND.", ++line, j);
417 prt(" mf cvae xsqpaefc", ++line, j);
418 prt("siwdccsossidsahanvudotgddhuoclio", ++line, j);
419 prt("tnieohtctrnipttmiinmrrnrrraiierl", ++line, j);
420 prt("rtsxnarelcfgdkcpmldncltggpksdced", ++line, j);
421 prt_binary(get_seq_32bits(flags, 32 * 0), ++line, j);
423 prt("+------------FLAGS2------------+", ++line, j);
424 prt("SUST....IMMUN.RESIST............", ++line, j);
425 prt(" reaefctrpsaefcpfldbc sn ", ++line, j);
426 prt("siwdcciaclioheatcliooeialoshtncd", ++line, j);
427 prt("tnieohdsierlrfraierliatrnnnrhehi", ++line, j);
428 prt("rtsxnaeydcedwlatdcedsrekdfddrxss", ++line, j);
429 prt_binary(get_seq_32bits(flags, 32 * 1), ++line, j);
432 prt("+------------FLAGS3------------+", line, j + 32);
433 prt("fe cnn t stdrmsiiii d ab ", ++line, j + 32);
434 prt("aa aoomywhs lleeieihgggg rtgl ", ++line, j + 32);
435 prt("uu utmacaih eielgggonnnnaaere ", ++line, j + 32);
436 prt("rr reanurdo vtieeehtrrrrcilas ", ++line, j + 32);
437 prt("aa algarnew ienpsntsaefctnevs ", ++line, j + 32);
438 prt_binary(get_seq_32bits(flags, 32 * 2), ++line, j + 32);
440 prt("+------------FLAGS4------------+", ++line, j + 32);
441 prt("KILL....ESP......... ", ++line, j + 32);
442 prt("aeud tghaud tgdhegnu ", ++line, j + 32);
443 prt("nvneoriunneoriruvoon ", ++line, j + 32);
444 prt("iidmroamidmroagmionq ", ++line, j + 32);
445 prt("mlenclnmmenclnnnldlu ", ++line, j + 32);
446 prt_binary(get_seq_32bits(flags, 32 * 3), ++line, j + 32);
450 * @brief 検査対象のアイテムを基準とした生成テストを行う /
451 * Try to create an item again. Output some statistics. -Bernd-
452 * @param player_ptr プレイヤーへの参照ポインタ
453 * @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
454 * The statistics are correct now. We acquire a clean grid, and then
455 * repeatedly place an object in this grid, copying it into an item
456 * holder, and then deleting the object. We fiddle with the artifact
457 * counter flags to prevent weirdness. We use the items to collect
458 * statistics on item creation relative to the initial item.
460 static void wiz_statistics(PlayerType *player_ptr, ItemEntity *o_ptr)
462 constexpr auto prompt = "Roll for [n]ormal, [g]ood, or [e]xcellent treasure? ";
463 if (o_ptr->is_fixed_artifact()) {
464 o_ptr->get_fixed_artifact().is_generated = false;
467 auto rolls = 1000000;
469 wiz_display_item(player_ptr, o_ptr);
470 const auto command = input_command(prompt);
471 if (!command.has_value()) {
475 const auto ch = command.value();
478 if (ch == 'n' || ch == 'N') {
481 } else if (ch == 'g' || ch == 'G') {
484 } else if (ch == 'e' || ch == 'E') {
485 mode = AM_GOOD | AM_GREAT;
486 quality = "excellent";
491 constexpr auto p = "Enter number of items to roll: ";
492 const auto rolls_opt = input_numerics(p, 0, MAX_INT, rolls);
493 if (rolls_opt.has_value()) {
494 rolls = rolls_opt.value();
497 constexpr auto q = "Rolls: %d Correct: %d Matches: %d Better: %d Worse: %d Other: %d";
498 msg_format("Creating a lot of %s items. Base level = %d.", quality.data(), player_ptr->current_floor_ptr->dun_level);
506 for (; count <= rolls; count++) {
507 if ((count < 100) || (count % 100 == 0)) {
511 break; // stop rolling
514 prt(format(q, count, correct, matches, better, worse, other), 0, 0);
519 if (!make_object(player_ptr, &item, mode)) {
523 if (item.is_fixed_artifact()) {
524 item.get_fixed_artifact().is_generated = false;
527 if (o_ptr->bi_key != item.bi_key) {
532 const auto is_same_fixed_artifact_idx = o_ptr->is_specific_artifact(item.fixed_artifact_idx);
533 if ((item.pval == o_ptr->pval) && (item.to_a == o_ptr->to_a) && (item.to_h == o_ptr->to_h) && (item.to_d == o_ptr->to_d) && is_same_fixed_artifact_idx) {
535 } else if ((item.pval >= o_ptr->pval) && (item.to_a >= o_ptr->to_a) && (item.to_h >= o_ptr->to_h) && (item.to_d >= o_ptr->to_d)) {
537 } else if ((item.pval <= o_ptr->pval) && (item.to_a <= o_ptr->to_a) && (item.to_h <= o_ptr->to_h) && (item.to_d <= o_ptr->to_d)) {
544 msg_format(q, count, correct, matches, better, worse, other);
548 if (o_ptr->is_fixed_artifact()) {
549 o_ptr->get_fixed_artifact().is_generated = true;
554 * @brief アイテムの質を選択して再生成する /
555 * Apply magic to an item or turn it into an artifact. -Bernd-
556 * @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
558 static void wiz_reroll_item(PlayerType *player_ptr, ItemEntity *o_ptr)
560 if (o_ptr->is_fixed_or_random_artifact()) {
565 auto *q_ptr = &forge;
566 q_ptr->copy_from(o_ptr);
568 auto changed = false;
569 constexpr auto prompt = "[a]ccept, [w]orthless, [c]ursed, [n]ormal, [g]ood, [e]xcellent, [s]pecial? ";
571 wiz_display_item(player_ptr, q_ptr);
572 const auto command = input_command(prompt);
573 if (!command.has_value()) {
574 if (q_ptr->is_fixed_artifact()) {
575 q_ptr->get_fixed_artifact().is_generated = false;
576 q_ptr->fixed_artifact_idx = FixedArtifactId::NONE;
583 const auto ch = command.value();
584 if (ch == 'A' || ch == 'a') {
589 if (q_ptr->is_fixed_artifact()) {
590 q_ptr->get_fixed_artifact().is_generated = false;
591 q_ptr->fixed_artifact_idx = FixedArtifactId::NONE;
594 switch (tolower(ch)) {
595 /* Apply bad magic, but first clear object */
597 q_ptr->prep(o_ptr->bi_id);
598 ItemMagicApplier(player_ptr, q_ptr, player_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT | AM_CURSED).execute();
600 /* Apply bad magic, but first clear object */
602 q_ptr->prep(o_ptr->bi_id);
603 ItemMagicApplier(player_ptr, q_ptr, player_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_CURSED).execute();
605 /* Apply normal magic, but first clear object */
607 q_ptr->prep(o_ptr->bi_id);
608 ItemMagicApplier(player_ptr, q_ptr, player_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART).execute();
610 /* Apply good magic, but first clear object */
612 q_ptr->prep(o_ptr->bi_id);
613 ItemMagicApplier(player_ptr, q_ptr, player_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD).execute();
615 /* Apply great magic, but first clear object */
617 q_ptr->prep(o_ptr->bi_id);
618 ItemMagicApplier(player_ptr, q_ptr, player_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT).execute();
620 /* Apply special magic, but first clear object */
622 q_ptr->prep(o_ptr->bi_id);
623 ItemMagicApplier(player_ptr, q_ptr, player_ptr->current_floor_ptr->dun_level, AM_GOOD | AM_GREAT | AM_SPECIAL).execute();
624 if (!q_ptr->is_fixed_or_random_artifact()) {
625 become_random_artifact(player_ptr, q_ptr, false);
633 q_ptr->iy = o_ptr->iy;
634 q_ptr->ix = o_ptr->ix;
635 q_ptr->marked = o_ptr->marked;
642 o_ptr->copy_from(q_ptr);
643 auto &rfu = RedrawingFlagsUpdater::get_instance();
644 static constexpr auto flags_srf = {
645 StatusRecalculatingFlag::BONUS,
646 StatusRecalculatingFlag::COMBINATION,
647 StatusRecalculatingFlag::REORDER,
649 rfu.set_flags(flags_srf);
650 static constexpr auto flags_swrf = {
651 SubWindowRedrawingFlag::INVENTORY,
652 SubWindowRedrawingFlag::EQUIPMENT,
653 SubWindowRedrawingFlag::SPELL,
654 SubWindowRedrawingFlag::PLAYER,
655 SubWindowRedrawingFlag::FLOOR_ITEMS,
656 SubWindowRedrawingFlag::FOUND_ITEMS,
658 rfu.set_flags(flags_swrf);
662 * @briefアイテムの基礎能力値を調整する / Tweak an item
663 * @param player_ptr プレイヤーへの参照ポインタ
664 * @param o_ptr 調整するアイテムの参照ポインタ
666 static void wiz_tweak_item(PlayerType *player_ptr, ItemEntity *o_ptr)
668 if (o_ptr->is_fixed_or_random_artifact()) {
672 const auto pval = input_numerics("Enter new 'pval' setting: ", -MAX_SHORT, MAX_SHORT, o_ptr->pval);
673 if (!pval.has_value()) {
677 o_ptr->pval = pval.value();
678 wiz_display_item(player_ptr, o_ptr);
679 const auto bonus_ac = input_numerics("Enter new AC Bonus setting: ", -MAX_SHORT, MAX_SHORT, o_ptr->to_a);
680 if (!bonus_ac.has_value()) {
684 o_ptr->to_a = bonus_ac.value();
685 wiz_display_item(player_ptr, o_ptr);
686 const auto bonus_hit = input_numerics("Enter new Hit Bonus setting: ", -MAX_SHORT, MAX_SHORT, o_ptr->to_h);
687 if (!bonus_hit.has_value()) {
691 o_ptr->to_h = bonus_hit.value();
692 wiz_display_item(player_ptr, o_ptr);
693 const auto bonus_damage = input_numerics("Enter new Damage Bonus setting: ", -MAX_SHORT, MAX_SHORT, o_ptr->to_d);
694 if (!bonus_damage.has_value()) {
698 o_ptr->to_d = bonus_damage.value();
699 wiz_display_item(player_ptr, o_ptr);
703 * @brief 検査対象のアイテムの数を変更する
704 * @param o_ptr 変更するアイテム情報構造体の参照ポインタ
706 static void wiz_quantity_item(ItemEntity *o_ptr)
708 if (o_ptr->is_fixed_or_random_artifact()) {
712 const auto quantity_opt = input_numerics("Quantity: ", 1, 99, o_ptr->number);
713 if (!quantity_opt.has_value()) {
717 const auto quantity = quantity_opt.value();
718 o_ptr->number = quantity;
719 if (o_ptr->bi_key.tval() == ItemKindType::ROD) {
720 o_ptr->pval = o_ptr->pval * o_ptr->number / quantity;
725 * @brief アイテムを弄るデバッグコマンド
726 * Play with an item. Options include:
728 * - Output statistics (via wiz_roll_item)<br>
729 * - Reroll item (via wiz_reroll_item)<br>
730 * - Change properties (via wiz_tweak_item)<br>
731 * - Change the number of items (via wiz_quantity_item)<br>
733 void wiz_modify_item(PlayerType *player_ptr)
735 constexpr auto q = "Play with which object? ";
736 constexpr auto s = "You have nothing to play with.";
738 auto *o_ptr = choose_object(player_ptr, &i_idx, q, s, USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT);
746 auto *q_ptr = &forge;
747 q_ptr->copy_from(o_ptr);
748 auto changed = false;
749 constexpr auto prompt = "[a]ccept [s]tatistics [r]eroll [t]weak [q]uantity? ";
751 wiz_display_item(player_ptr, q_ptr);
752 const auto command = input_command(prompt);
753 if (!command.has_value()) {
758 const auto ch = command.value();
759 if (ch == 'A' || ch == 'a') {
764 if (ch == 's' || ch == 'S') {
765 wiz_statistics(player_ptr, q_ptr);
768 if (ch == 'r' || ch == 'R') {
769 wiz_reroll_item(player_ptr, q_ptr);
772 if (ch == 't' || ch == 'T') {
773 wiz_tweak_item(player_ptr, q_ptr);
776 if (ch == 'q' || ch == 'Q') {
777 wiz_quantity_item(q_ptr);
783 msg_print("Changes accepted.");
785 o_ptr->copy_from(q_ptr);
786 auto &rfu = RedrawingFlagsUpdater::get_instance();
787 static constexpr auto flags_srf = {
788 StatusRecalculatingFlag::BONUS,
789 StatusRecalculatingFlag::COMBINATION,
790 StatusRecalculatingFlag::REORDER,
792 rfu.set_flags(flags_srf);
793 static constexpr auto flags_swrf = {
794 SubWindowRedrawingFlag::INVENTORY,
795 SubWindowRedrawingFlag::EQUIPMENT,
796 SubWindowRedrawingFlag::SPELL,
797 SubWindowRedrawingFlag::PLAYER,
798 SubWindowRedrawingFlag::FLOOR_ITEMS,
799 SubWindowRedrawingFlag::FOUND_ITEMS,
801 rfu.set_flags(flags_swrf);
803 msg_print("Changes ignored.");
808 * @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
810 static int is_slot_able_to_be_ego(PlayerType *player_ptr, ItemEntity *o_ptr)
812 int slot = wield_slot(player_ptr, o_ptr);
818 if (o_ptr->is_ammo()) {
826 * @brief 願ったが消えてしまった場合のメッセージ
828 static void wishing_puff_of_smoke(void)
830 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。",
831 "You feel something roll beneath your feet, but it disappears in a puff of smoke!"));
835 * @brief 願ったが消えてしまった場合のメッセージ
836 * @param player_ptr 願ったプレイヤー情報への参照ポインタ
837 * @param prob ★などを願った場合の生成確率
838 * @param art_ok アーティファクトの生成を許すならTRUE
839 * @param ego_ok エゴの生成を許すならTRUE
840 * @param confirm 願わない場合に確認するかどうか
843 WishResultType do_cmd_wishing(PlayerType *player_ptr, int prob, bool allow_art, bool allow_ego, bool confirm)
845 const std::array<std::string, _(4, 6)> fixed_expressions = {
862 auto *o_ptr = &forge;
863 auto wish_art = false;
864 auto wish_randart = false;
865 auto wish_ego = false;
866 auto exam_base = true;
867 auto ok_art = randint0(100) < prob;
868 auto ok_ego = randint0(100) < 50 + prob;
869 auto must = prob < 0;
870 auto blessed = false;
875 const auto pray_opt = input_string(_("何をお望み? ", "For what do you wish?"), MAX_NLEN);
876 if (pray_opt.has_value()) {
877 pray = pray_opt.value();
882 if (!input_check(_("何も願いません。本当によろしいですか?", "Do you wish nothing, really? "))) {
887 return WishResultType::NOTHING;
890 auto *str = pray.data();
893 const std::string article_single("a ");
894 const std::string article_multi("an ");
895 if (pray.starts_with("a ")) {
896 str += article_single.length();
897 } else if (pray.starts_with("an ")) {
898 str += article_multi.length();
906 if (!strncmp(str, _("祝福された", "blessed"), _(10, 7))) {
907 str = ltrim(str + _(10, 7));
911 for (const auto &expression : fixed_expressions) {
912 auto len = expression.length();
913 if (std::string_view(str).starts_with(expression)) {
914 str = ltrim(str + len);
921 if (!strncmp(str, "★", 2)) {
922 str = ltrim(str + 2);
928 if (!strncmp(str, _("☆", "The "), _(2, 4))) {
929 str = ltrim(str + _(2, 4));
934 /* wishing random ego ? */
935 else if (!strncmp(str, _("高級な", "excellent "), _(6, 9))) {
936 str = ltrim(str + _(6, 9));
940 if (strlen(str) < 1) {
941 msg_print(_("名前がない!", "What?"));
942 return WishResultType::NOTHING;
945 if (!allow_art && wish_art) {
946 msg_print(_("アーティファクトは願えない!", "You can not wish artifacts!"));
947 return WishResultType::NOTHING;
951 msg_format("Wishing %s....", pray.data());
954 std::vector<short> baseitem_ids;
955 std::vector<EgoType> ego_ids;
958 for (const auto &baseitem : baseitems_info) {
959 if (baseitem.idx == 0 || baseitem.name.empty()) {
963 o_ptr->prep(baseitem.idx);
965 const auto item_name = describe_flavor(player_ptr, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
967 auto item_name = describe_flavor(player_ptr, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
968 str_tolower(item_name.data());
971 msg_format("Matching object No.%d %s", baseitem.idx, item_name.data());
974 const int len = item_name.length();
975 if (std::string(str).find(item_name) != std::string::npos) {
977 baseitem_ids.push_back(baseitem.idx);
983 if (allow_ego && baseitem_ids.size() == 1) {
984 short bi_id = baseitem_ids.back();
987 for (const auto &[e_idx, ego] : egos_info) {
988 if (ego.idx == EgoType::NONE || ego.name.empty()) {
992 std::string item_name(ego.name);
995 str_tolower(item_name.data());
998 msg_format("matching ego no.%d %s...", enum2i(ego.idx), item_name.data());
1001 if (std::string(str).find(item_name) != std::string::npos) {
1002 if (is_slot_able_to_be_ego(player_ptr, o_ptr) != ego.slot) {
1006 ego_ids.push_back(ego.idx);
1012 std::vector<FixedArtifactId> artifact_ids;
1015 char a_desc[MAX_NLEN] = "\0";
1016 char *a_str = a_desc;
1020 for (const auto &[a_idx, artifact] : artifacts_info) {
1021 if (a_idx == FixedArtifactId::NONE || artifact.name.empty()) {
1025 const auto bi_id = lookup_baseitem_id(artifact.bi_key);
1031 o_ptr->fixed_artifact_idx = a_idx;
1034 const auto item_name = describe_flavor(player_ptr, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
1036 auto item_name = describe_flavor(player_ptr, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
1037 str_tolower(item_name.data());
1040 strcpy(a_desc, artifact.name.data());
1042 if (*a_str == '$') {
1047 if (!strncmp(a_str, "『", 2)) {
1049 char *s = strstr(a_str, "』");
1054 int l = strlen(a_str);
1055 if (!strrncmp(a_str, "の", 2)) {
1056 a_str[l - 2] = '\0';
1061 if (a_str[0] == '\'') {
1063 auto *s = angband_strchr(a_desc, '\'');
1067 else if (!strncmp(a_str, (const char *)"of ", 3)) {
1073 const auto match_name = _(item_name.data() + 2, item_name.data());
1075 msg_format("Matching artifact No.%d %s(%s)", enum2i(a_idx), a_desc, match_name);
1078 std::vector<const char *> l = { a_str, artifact.name.data(), match_name };
1079 for (size_t c = 0; c < l.size(); c++) {
1080 if (!strcmp(str, l.at(c))) {
1081 len = strlen(l.at(c));
1083 artifact_ids.push_back(a_idx);
1091 if (w_ptr->wizard && ((artifact_ids.size() > 1) || (ego_ids.size() > 1))) {
1092 msg_print(_("候補が多すぎる!", "Too many matches!"));
1093 return WishResultType::FAIL;
1096 if (artifact_ids.size() == 1) {
1097 const auto a_idx = artifact_ids.back();
1098 const auto &artifact = ArtifactsInfo::get_instance().get_artifact(a_idx);
1099 if (must || (ok_art && !artifact.is_generated)) {
1100 (void)create_named_art(player_ptr, a_idx, player_ptr->y, player_ptr->x);
1102 wishing_puff_of_smoke();
1105 return WishResultType::ARTIFACT;
1108 if (!allow_ego && (wish_ego || ego_ids.size() > 0)) {
1109 msg_print(_("エゴアイテムは願えない!", "Can not wish ego item."));
1110 return WishResultType::NOTHING;
1113 if (baseitem_ids.size() == 1) {
1114 const auto bi_id = baseitem_ids.back();
1115 const auto &baseitem = baseitems_info[bi_id];
1116 auto a_idx = FixedArtifactId::NONE;
1117 if (baseitem.gen_flags.has(ItemGenerationTraitType::INSTA_ART)) {
1118 for (const auto &[a_idx_loop, artifact_loop] : artifacts_info) {
1119 if (a_idx_loop == FixedArtifactId::NONE || artifact_loop.bi_key != baseitem.bi_key) {
1128 if (a_idx != FixedArtifactId::NONE) {
1129 const auto &artifact = ArtifactsInfo::get_instance().get_artifact(a_idx);
1130 if (must || (ok_art && !artifact.is_generated)) {
1131 (void)create_named_art(player_ptr, a_idx, player_ptr->y, player_ptr->x);
1133 wishing_puff_of_smoke();
1136 return WishResultType::ARTIFACT;
1140 if (must || ok_art) {
1143 ItemMagicApplier(player_ptr, o_ptr, baseitem.level, AM_SPECIAL | AM_NO_FIXED_ART).execute();
1144 } while (!o_ptr->is_random_artifact() || o_ptr->is_ego() || o_ptr->is_cursed());
1146 if (o_ptr->is_random_artifact()) {
1147 drop_near(player_ptr, o_ptr, -1, player_ptr->y, player_ptr->x);
1150 wishing_puff_of_smoke();
1152 return WishResultType::ARTIFACT;
1155 WishResultType res = WishResultType::NOTHING;
1156 if (allow_ego && (wish_ego || ego_ids.size() > 0)) {
1157 if (must || ok_ego) {
1158 if (ego_ids.size() > 0) {
1160 o_ptr->ego_idx = ego_ids[0];
1161 apply_ego(o_ptr, player_ptr->current_floor_ptr->base_level);
1163 auto max_roll = 1000;
1165 for (i = 0; i < max_roll; i++) {
1167 ItemMagicApplier(player_ptr, o_ptr, baseitem.level, AM_GREAT | AM_NO_FIXED_ART).execute();
1168 if (o_ptr->is_random_artifact()) {
1176 auto e_idx = EgoType::NONE;
1177 for (auto e : ego_ids) {
1178 if (o_ptr->ego_idx == e) {
1184 if (e_idx != EgoType::NONE) {
1189 if (i == max_roll) {
1190 msg_print(_("失敗!もう一度願ってみてください。", "Failed! Try again."));
1191 return WishResultType::FAIL;
1195 wishing_puff_of_smoke();
1198 res = WishResultType::EGO;
1200 for (auto i = 0; i < 100; i++) {
1202 ItemMagicApplier(player_ptr, o_ptr, 0, AM_NO_FIXED_ART).execute();
1203 if (!o_ptr->is_cursed()) {
1208 res = WishResultType::NORMAL;
1211 if (blessed && wield_slot(player_ptr, o_ptr) != -1) {
1212 o_ptr->art_flags.set(TR_BLESSED);
1215 if (fixed && wield_slot(player_ptr, o_ptr) != -1) {
1216 o_ptr->art_flags.set(TR_IGNORE_ACID);
1217 o_ptr->art_flags.set(TR_IGNORE_FIRE);
1220 (void)drop_near(player_ptr, o_ptr, -1, player_ptr->y, player_ptr->x);
1224 msg_print(_("うーん、そんなものは存在しないようだ。", "Ummmm, that is not existing..."));
1225 return WishResultType::FAIL;