1 #include "wizard/wizard-item-modifier.h"
2 #include "artifact/fixed-art-generator.h"
3 #include "artifact/random-art-effects.h"
4 #include "artifact/random-art-generator.h"
5 #include "core/asking-player.h"
6 #include "core/player-update-types.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-flags.h"
24 #include "object/object-info.h"
25 #include "object/object-kind-hook.h"
26 #include "object/object-kind.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/floor-type-definition.h"
34 #include "system/object-type-definition.h"
35 #include "system/player-type-definition.h"
36 #include "system/system-variables.h"
37 #include "term/screen-processor.h"
38 #include "term/term-color-types.h"
39 #include "util/bit-flags-calculator.h"
40 #include "util/int-char-converter.h"
41 #include "util/string-processor.h"
42 #include "view/display-messages.h"
43 #include "wizard/wizard-special-process.h"
44 #include "world/world.h"
51 #define K_MAX_DEPTH 110 /*!< アイテムの階層毎生成率を表示する最大階 */
55 * @brief アイテム設定コマンド一覧表
57 constexpr std::array wizard_sub_menu_table = {
58 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")),
59 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")),
60 std::make_tuple('e', _("高級品獲得ドロップ", "Drop excellent object")),
61 std::make_tuple('f', _("*鑑定*", "*Idenfity*")),
62 std::make_tuple('i', _("鑑定", "Idenfity")),
63 std::make_tuple('I', _("インベントリ全*鑑定*", "Idenfity all objects fully in inventory")),
64 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")),
65 std::make_tuple('g', _("上質なアイテムドロップ", "Drop good object")),
66 std::make_tuple('s', _("特別品獲得ドロップ", "Drop special object")),
67 std::make_tuple('w', _("願い", "Wishing")),
68 std::make_tuple('U', _("発動を変更する", "Modify item activation")),
72 * @brief ゲーム設定コマンドの一覧を表示する
74 void display_wizard_sub_menu()
76 for (auto y = 1U; y <= wizard_sub_menu_table.size(); y++) {
77 term_erase(14, y, 64);
82 for (const auto &[symbol, desc] : wizard_sub_menu_table) {
84 ss << symbol << ") " << desc;
85 put_str(ss.str().c_str(), r++, c);
91 * @brief キャスト先の型の最小値、最大値でclampする。
96 return static_cast<T>(std::clamp(val,
97 static_cast<int>(std::numeric_limits<T>::min()),
98 static_cast<int>(std::numeric_limits<T>::max())));
101 void wiz_restore_aware_flag_of_fixed_arfifact(ARTIFACT_IDX a_idx, bool aware = false);
102 void wiz_modify_item_activation(PlayerType *player_ptr);
103 void wiz_identify_full_inventory(PlayerType *player_ptr);
106 * @brief ゲーム設定コマンドの入力を受け付ける
107 * @param player_ptr プレイヤーの情報へのポインタ
109 void wizard_item_modifier(PlayerType *player_ptr)
112 display_wizard_sub_menu();
115 get_com("Player Command: ", &cmd, false);
125 wiz_restore_aware_flag_of_fixed_arfifact(command_arg);
128 wiz_restore_aware_flag_of_fixed_arfifact(command_arg, true);
131 if (command_arg <= 0) {
135 acquirement(player_ptr, player_ptr->y, player_ptr->x, command_arg, true, false, true);
138 identify_fully(player_ptr, false);
141 if (command_arg <= 0) {
145 acquirement(player_ptr, player_ptr->y, player_ptr->x, command_arg, false, false, true);
148 (void)ident_spell(player_ptr, false);
151 wiz_identify_full_inventory(player_ptr);
154 wiz_learn_items_all(player_ptr);
157 if (command_arg <= 0) {
161 acquirement(player_ptr, player_ptr->y, player_ptr->x, command_arg, true, true, true);
164 wiz_modify_item_activation(player_ptr);
167 do_cmd_wishing(player_ptr, -1, true, true, true);
173 * @brief 固定アーティファクトの出現フラグをリセットする
174 * @param a_idx 指定したアーティファクトID
176 void wiz_restore_aware_flag_of_fixed_arfifact(ARTIFACT_IDX a_idx, bool aware)
180 sprintf(tmp, "Artifact ID (1-%d): ", static_cast<int>(a_info.size()) - 1);
181 char tmp_val[10] = "";
182 if (!get_string(tmp, tmp_val, 3)) {
186 a_idx = (ARTIFACT_IDX)atoi(tmp_val);
189 if (a_idx <= 0 || a_idx >= static_cast<ARTIFACT_IDX>(a_info.size())) {
190 msg_format(_("番号は1から%dの間で指定して下さい。", "ID must be between 1 to %d."), a_info.size() - 1);
194 auto *a_ptr = &a_info[a_idx];
195 a_ptr->cur_num = aware ? 1 : 0;
196 msg_print(aware ? "Modified." : "Restored.");
200 * @brief オブジェクトに発動を追加する/変更する
201 * @param catser_ptr プレイヤー情報への参照ポインタ
203 void wiz_modify_item_activation(PlayerType *player_ptr)
205 auto q = _("どのアイテムの発動を変更しますか? ", "Which object? ");
206 auto s = _("発動を変更するアイテムがない。", "Nothing to do with.");
208 auto *o_ptr = choose_object(player_ptr, &item, q, s, USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT);
214 if (!get_value("Activation ID", enum2i(RandomArtActType::NONE), enum2i(RandomArtActType::MAX) - 1, &val)) {
218 auto act_idx = i2enum<RandomArtActType>(val);
219 o_ptr->art_flags.set(TR_ACTIVATE);
220 o_ptr->activation_id = act_idx;
224 * @brief インベントリ内のアイテムを全て*鑑定*済みにする
225 * @param catser_ptr プレイヤー情報への参照ポインタ
227 void wiz_identify_full_inventory(PlayerType *player_ptr)
229 for (int i = 0; i < INVEN_TOTAL; i++) {
230 auto *o_ptr = &player_ptr->inventory_list[i];
235 auto k_ptr = &k_info[o_ptr->k_idx];
236 k_ptr->aware = true; //!< @note 記録には残さないためTRUEを立てるのみ
237 set_bits(o_ptr->ident, IDENT_KNOWN | IDENT_FULL_KNOWN);
238 set_bits(o_ptr->marked, OM_TOUCHED);
241 /* Refrect item informaiton onto subwindows without updating inventory */
242 reset_bits(player_ptr->update, PU_COMBINE | PU_REORDER);
243 handle_stuff(player_ptr);
244 set_bits(player_ptr->update, PU_COMBINE | PU_REORDER);
245 set_bits(player_ptr->window_flags, PW_INVEN | PW_EQUIP);
249 * @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.
250 * @param tval ベースアイテムの大項目ID
251 * @param sval ベースアイテムの小項目ID
255 static void prt_alloc(ItemKindType tval, OBJECT_SUBTYPE_VALUE sval, TERM_LEN row, TERM_LEN col)
257 uint32_t rarity[K_MAX_DEPTH] = {};
258 uint32_t total[K_MAX_DEPTH] = {};
259 int32_t display[22] = {};
262 for (int i = 0; i < K_MAX_DEPTH; i++) {
265 for (const auto &entry : alloc_kind_table) {
268 if (entry.level <= i) {
269 prob = entry.prob1 * GREAT_OBJ * K_MAX_DEPTH;
270 } else if (entry.level - 1 > 0) {
271 prob = entry.prob1 * i * K_MAX_DEPTH / (entry.level - 1);
274 k_ptr = &k_info[entry.index];
276 total[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
277 total_frac += prob % (GREAT_OBJ * K_MAX_DEPTH);
279 if ((k_ptr->tval == tval) && (k_ptr->sval == sval)) {
281 rarity[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
285 total[i] += total_frac / (GREAT_OBJ * K_MAX_DEPTH);
288 for (int i = 0; i < 22; i++) {
290 for (int j = i * K_MAX_DEPTH / 22; j < (i + 1) * K_MAX_DEPTH / 22; j++) {
291 possibility += rarity[j] * 100000 / total[j];
294 display[i] = possibility / 5;
297 for (int i = 0; i < 22; i++) {
298 term_putch(col, row + i + 1, TERM_WHITE, '|');
299 prt(format("%2dF", (i * 5)), row + i + 1, col);
300 if ((i * K_MAX_DEPTH / 22 <= home) && (home < (i + 1) * K_MAX_DEPTH / 22)) {
301 c_prt(TERM_RED, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
303 c_prt(TERM_WHITE, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
307 concptr r = "+---Rate---+";
312 * @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.
314 static void prt_binary(BIT_FLAGS flags, const int row, int col)
317 for (int i = bitmask = 1; i <= 32; i++, bitmask *= 2) {
318 if (flags & bitmask) {
319 term_putch(col++, row, TERM_BLUE, '*');
321 term_putch(col++, row, TERM_WHITE, '-');
327 * @brief アイテムの詳細ステータスを表示する /
328 * Change various "permanent" player variables.
329 * @param player_ptr プレイヤーへの参照ポインタ
330 * @param o_ptr 詳細を表示するアイテム情報の参照ポインタ
332 static void wiz_display_item(PlayerType *player_ptr, ObjectType *o_ptr)
334 auto flgs = object_flags(o_ptr);
335 auto get_seq_32bits = [](const TrFlags &flgs, uint start) {
336 BIT_FLAGS result = 0U;
337 for (auto i = 0U; i < 32 && start + i < flgs.size(); i++) {
338 if (flgs.has(i2enum<tr_type>(start + i))) {
345 for (int i = 1; i <= 23; i++) {
349 prt_alloc(o_ptr->tval, o_ptr->sval, 1, 0);
351 describe_flavor(player_ptr, buf, o_ptr, OD_STORE);
355 prt(format("kind = %-5d level = %-4d tval = %-5d sval = %-5d", o_ptr->k_idx, k_info[o_ptr->k_idx].level, o_ptr->tval, o_ptr->sval), line, j);
356 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);
357 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);
358 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);
359 prt(format("ident = %04x activation_id = %-4d timeout = %-d", o_ptr->ident, o_ptr->activation_id, o_ptr->timeout), ++line, j);
360 prt(format("chest_level = %-4d fuel = %-d", o_ptr->chest_level, o_ptr->fuel), ++line, j);
361 prt(format("smith_hit = %-4d smith_damage = %-4d", o_ptr->smith_hit, o_ptr->smith_damage), ++line, j);
362 prt(format("cursed = %-d captured_monster_speed = %-4d", o_ptr->curse_flags, o_ptr->captured_monster_speed), ++line, j);
363 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);
365 prt("+------------FLAGS1------------+", ++line, j);
366 prt("AFFECT........SLAY........BRAND.", ++line, j);
367 prt(" mf cvae xsqpaefc", ++line, j);
368 prt("siwdccsossidsahanvudotgddhuoclio", ++line, j);
369 prt("tnieohtctrnipttmiinmrrnrrraiierl", ++line, j);
370 prt("rtsxnarelcfgdkcpmldncltggpksdced", ++line, j);
371 prt_binary(get_seq_32bits(flgs, 32 * 0), ++line, j);
373 prt("+------------FLAGS2------------+", ++line, j);
374 prt("SUST....IMMUN.RESIST............", ++line, j);
375 prt(" reaefctrpsaefcpfldbc sn ", ++line, j);
376 prt("siwdcciaclioheatcliooeialoshtncd", ++line, j);
377 prt("tnieohdsierlrfraierliatrnnnrhehi", ++line, j);
378 prt("rtsxnaeydcedwlatdcedsrekdfddrxss", ++line, j);
379 prt_binary(get_seq_32bits(flgs, 32 * 1), ++line, j);
382 prt("+------------FLAGS3------------+", line, j + 32);
383 prt("fe cnn t stdrmsiiii d ab ", ++line, j + 32);
384 prt("aa aoomywhs lleeieihgggg rtgl ", ++line, j + 32);
385 prt("uu utmacaih eielgggonnnnaaere ", ++line, j + 32);
386 prt("rr reanurdo vtieeehtrrrrcilas ", ++line, j + 32);
387 prt("aa algarnew ienpsntsaefctnevs ", ++line, j + 32);
388 prt_binary(get_seq_32bits(flgs, 32 * 2), ++line, j + 32);
390 prt("+------------FLAGS4------------+", ++line, j + 32);
391 prt("KILL....ESP......... ", ++line, j + 32);
392 prt("aeud tghaud tgdhegnu ", ++line, j + 32);
393 prt("nvneoriunneoriruvoon ", ++line, j + 32);
394 prt("iidmroamidmroagmionq ", ++line, j + 32);
395 prt("mlenclnmmenclnnnldlu ", ++line, j + 32);
396 prt_binary(get_seq_32bits(flgs, 32 * 3), ++line, j + 32);
400 * @brief 検査対象のアイテムを基準とした生成テストを行う /
401 * Try to create an item again. Output some statistics. -Bernd-
402 * @param player_ptr プレイヤーへの参照ポインタ
403 * @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
404 * The statistics are correct now. We acquire a clean grid, and then
405 * repeatedly place an object in this grid, copying it into an item
406 * holder, and then deleting the object. We fiddle with the artifact
407 * counter flags to prevent weirdness. We use the items to collect
408 * statistics on item creation relative to the initial item.
410 static void wiz_statistics(PlayerType *player_ptr, ObjectType *o_ptr)
412 concptr q = "Rolls: %ld Correct: %ld Matches: %ld Better: %ld Worse: %ld Other: %ld";
413 concptr p = "Enter number of items to roll: ";
416 if (o_ptr->is_fixed_artifact()) {
417 a_info[o_ptr->fixed_artifact_idx].cur_num = 0;
420 uint32_t i, matches, better, worse, other, correct;
421 uint32_t test_roll = 1000000;
426 concptr pmt = "Roll for [n]ormal, [g]ood, or [e]xcellent treasure? ";
427 wiz_display_item(player_ptr, o_ptr);
428 if (!get_com(pmt, &ch, false)) {
432 if (ch == 'n' || ch == 'N') {
435 } else if (ch == 'g' || ch == 'G') {
438 } else if (ch == 'e' || ch == 'E') {
439 mode = AM_GOOD | AM_GREAT;
440 quality = "excellent";
445 sprintf(tmp_val, "%ld", (long int)test_roll);
446 if (get_string(p, tmp_val, 10)) {
447 test_roll = atol(tmp_val);
449 test_roll = std::max<uint>(1, test_roll);
450 msg_format("Creating a lot of %s items. Base level = %d.", quality, player_ptr->current_floor_ptr->dun_level);
453 correct = matches = better = worse = other = 0;
454 for (i = 0; i <= test_roll; i++) {
455 if ((i < 100) || (i % 100 == 0)) {
459 break; // stop rolling
462 prt(format(q, i, correct, matches, better, worse, other), 0, 0);
467 auto *q_ptr = &forge;
469 make_object(player_ptr, q_ptr, mode);
470 if (q_ptr->is_fixed_artifact()) {
471 a_info[q_ptr->fixed_artifact_idx].cur_num = 0;
474 if ((o_ptr->tval != q_ptr->tval) || (o_ptr->sval != q_ptr->sval)) {
479 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->fixed_artifact_idx == o_ptr->fixed_artifact_idx)) {
481 } 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 } 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)) {
490 msg_format(q, i, correct, matches, better, worse, other);
494 if (o_ptr->is_fixed_artifact()) {
495 a_info[o_ptr->fixed_artifact_idx].cur_num = 1;
500 * @brief アイテムの質を選択して再生成する /
501 * Apply magic to an item or turn it into an artifact. -Bernd-
502 * @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
504 static void wiz_reroll_item(PlayerType *player_ptr, ObjectType *o_ptr)
506 if (o_ptr->is_artifact()) {
513 q_ptr->copy_from(o_ptr);
516 bool changed = false;
518 wiz_display_item(player_ptr, q_ptr);
519 if (!get_com("[a]ccept, [w]orthless, [c]ursed, [n]ormal, [g]ood, [e]xcellent, [s]pecial? ", &ch, false)) {
520 if (q_ptr->is_fixed_artifact()) {
521 a_info[q_ptr->fixed_artifact_idx].cur_num = 0;
522 q_ptr->fixed_artifact_idx = 0;
529 if (ch == 'A' || ch == 'a') {
534 if (q_ptr->is_fixed_artifact()) {
535 a_info[q_ptr->fixed_artifact_idx].cur_num = 0;
536 q_ptr->fixed_artifact_idx = 0;
539 switch (tolower(ch)) {
540 /* Apply bad magic, but first clear object */
542 q_ptr->prep(o_ptr->k_idx);
543 ItemMagicApplier(player_ptr, q_ptr, player_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT | AM_CURSED).execute();
545 /* Apply bad magic, but first clear object */
547 q_ptr->prep(o_ptr->k_idx);
548 ItemMagicApplier(player_ptr, q_ptr, player_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_CURSED).execute();
550 /* Apply normal magic, but first clear object */
552 q_ptr->prep(o_ptr->k_idx);
553 ItemMagicApplier(player_ptr, q_ptr, player_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART).execute();
555 /* Apply good magic, but first clear object */
557 q_ptr->prep(o_ptr->k_idx);
558 ItemMagicApplier(player_ptr, q_ptr, player_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD).execute();
560 /* Apply great magic, but first clear object */
562 q_ptr->prep(o_ptr->k_idx);
563 ItemMagicApplier(player_ptr, q_ptr, player_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT).execute();
565 /* Apply special magic, but first clear object */
567 q_ptr->prep(o_ptr->k_idx);
568 ItemMagicApplier(player_ptr, q_ptr, player_ptr->current_floor_ptr->dun_level, AM_GOOD | AM_GREAT | AM_SPECIAL).execute();
569 if (!q_ptr->is_artifact()) {
570 become_random_artifact(player_ptr, q_ptr, false);
578 q_ptr->iy = o_ptr->iy;
579 q_ptr->ix = o_ptr->ix;
580 q_ptr->marked = o_ptr->marked;
587 o_ptr->copy_from(q_ptr);
588 set_bits(player_ptr->update, PU_BONUS | PU_COMBINE | PU_REORDER);
589 set_bits(player_ptr->window_flags, PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_FLOOR_ITEM_LIST);
593 * @briefアイテムの基礎能力値を調整する / Tweak an item
594 * @param player_ptr プレイヤーへの参照ポインタ
595 * @param o_ptr 調整するアイテムの参照ポインタ
597 static void wiz_tweak_item(PlayerType *player_ptr, ObjectType *o_ptr)
599 if (o_ptr->is_artifact()) {
603 concptr p = "Enter new 'pval' setting: ";
605 sprintf(tmp_val, "%d", o_ptr->pval);
606 if (!get_string(p, tmp_val, 5)) {
610 o_ptr->pval = clamp_cast<int16_t>(atoi(tmp_val));
611 wiz_display_item(player_ptr, o_ptr);
612 p = "Enter new 'to_a' setting: ";
613 sprintf(tmp_val, "%d", o_ptr->to_a);
614 if (!get_string(p, tmp_val, 5)) {
618 o_ptr->to_a = clamp_cast<int16_t>(atoi(tmp_val));
619 wiz_display_item(player_ptr, o_ptr);
620 p = "Enter new 'to_h' setting: ";
621 sprintf(tmp_val, "%d", o_ptr->to_h);
622 if (!get_string(p, tmp_val, 5)) {
626 o_ptr->to_h = clamp_cast<int16_t>(atoi(tmp_val));
627 wiz_display_item(player_ptr, o_ptr);
628 p = "Enter new 'to_d' setting: ";
629 sprintf(tmp_val, "%d", (int)o_ptr->to_d);
630 if (!get_string(p, tmp_val, 5)) {
634 o_ptr->to_d = clamp_cast<int16_t>(atoi(tmp_val));
635 wiz_display_item(player_ptr, o_ptr);
639 * @brief 検査対象のアイテムの数を変更する /
640 * Change the quantity of a the item
641 * @param player_ptr プレイヤーへの参照ポインタ
642 * @param o_ptr 変更するアイテム情報構造体の参照ポインタ
644 static void wiz_quantity_item(ObjectType *o_ptr)
646 if (o_ptr->is_artifact()) {
650 int tmp_qnt = o_ptr->number;
652 sprintf(tmp_val, "%d", (int)o_ptr->number);
653 if (get_string("Quantity: ", tmp_val, 2)) {
654 int tmp_int = atoi(tmp_val);
663 o_ptr->number = (byte)tmp_int;
666 if (o_ptr->tval == ItemKindType::ROD) {
667 o_ptr->pval = o_ptr->pval * o_ptr->number / tmp_qnt;
672 * @brief アイテムを弄るデバッグコマンド
673 * Play with an item. Options include:
675 * - Output statistics (via wiz_roll_item)<br>
676 * - Reroll item (via wiz_reroll_item)<br>
677 * - Change properties (via wiz_tweak_item)<br>
678 * - Change the number of items (via wiz_quantity_item)<br>
680 void wiz_modify_item(PlayerType *player_ptr)
682 concptr q = "Play with which object? ";
683 concptr s = "You have nothing to play with.";
686 o_ptr = choose_object(player_ptr, &item, q, s, USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT);
696 q_ptr->copy_from(o_ptr);
698 bool changed = false;
700 wiz_display_item(player_ptr, q_ptr);
701 if (!get_com("[a]ccept [s]tatistics [r]eroll [t]weak [q]uantity? ", &ch, false)) {
706 if (ch == 'A' || ch == 'a') {
711 if (ch == 's' || ch == 'S') {
712 wiz_statistics(player_ptr, q_ptr);
715 if (ch == 'r' || ch == 'R') {
716 wiz_reroll_item(player_ptr, q_ptr);
719 if (ch == 't' || ch == 'T') {
720 wiz_tweak_item(player_ptr, q_ptr);
723 if (ch == 'q' || ch == 'Q') {
724 wiz_quantity_item(q_ptr);
730 msg_print("Changes accepted.");
732 o_ptr->copy_from(q_ptr);
733 set_bits(player_ptr->update, PU_BONUS | PU_COMBINE | PU_REORDER);
734 set_bits(player_ptr->window_flags, PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_FLOOR_ITEM_LIST);
736 msg_print("Changes ignored.");
741 * @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
743 static int is_slot_able_to_be_ego(PlayerType *player_ptr, ObjectType *o_ptr)
745 int slot = wield_slot(player_ptr, o_ptr);
751 if ((o_ptr->tval == ItemKindType::SHOT) || (o_ptr->tval == ItemKindType::ARROW) || (o_ptr->tval == ItemKindType::BOLT)) {
759 * @brief 願ったが消えてしまった場合のメッセージ
761 static void wishing_puff_of_smoke(void)
763 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。",
764 "You feel something roll beneath your feet, but it disappears in a puff of smoke!"));
768 * @brief 願ったが消えてしまった場合のメッセージ
769 * @param player_ptr 願ったプレイヤー情報への参照ポインタ
770 * @param prob ★などを願った場合の生成確率
771 * @param art_ok アーティファクトの生成を許すならTRUE
772 * @param ego_ok エゴの生成を許すならTRUE
773 * @param confirm 願わない場合に確認するかどうか
776 WishResultType do_cmd_wishing(PlayerType *player_ptr, int prob, bool allow_art, bool allow_ego, bool confirm)
778 concptr fixed_str[] = {
795 char buf[MAX_NLEN] = "\0";
798 auto *o_ptr = &forge;
799 char o_name[MAX_NLEN];
801 bool wish_art = false;
802 bool wish_randart = false;
803 bool wish_ego = false;
804 bool exam_base = true;
805 bool ok_art = randint0(100) < prob;
806 bool ok_ego = randint0(100) < 50 + prob;
807 bool must = prob < 0;
808 bool blessed = false;
812 if (get_string(_("何をお望み? ", "For what do you wish?"), buf, (MAX_NLEN - 1))) {
816 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? "))) {
820 return WishResultType::NOTHING;
827 if (!strncmp(buf, "a ", 2)) {
828 str = ltrim(str + 1);
829 } else if (!strncmp(buf, "an ", 3)) {
830 str = ltrim(str + 2);
836 if (!strncmp(str, _("祝福された", "blessed"), _(10, 7))) {
837 str = ltrim(str + _(10, 7));
841 for (int i = 0; fixed_str[i] != nullptr; i++) {
842 int len = strlen(fixed_str[i]);
843 if (!strncmp(str, fixed_str[i], len)) {
844 str = ltrim(str + len);
851 if (!strncmp(str, "★", 2)) {
852 str = ltrim(str + 2);
858 if (!strncmp(str, _("☆", "The "), _(2, 4))) {
859 str = ltrim(str + _(2, 4));
864 /* wishing random ego ? */
865 else if (!strncmp(str, _("高級な", "excellent "), _(6, 9))) {
866 str = ltrim(str + _(6, 9));
870 if (strlen(str) < 1) {
871 msg_print(_("名前がない!", "What?"));
872 return WishResultType::NOTHING;
875 if (!allow_art && wish_art) {
876 msg_print(_("アーティファクトは願えない!", "You can not wish artifacts!"));
877 return WishResultType::NOTHING;
881 msg_format("Wishing %s....", buf);
884 std::vector<KIND_OBJECT_IDX> k_ids;
885 std::vector<EgoType> e_ids;
889 for (const auto &k_ref : k_info) {
890 if (k_ref.idx == 0 || k_ref.name.empty()) {
894 o_ptr->prep(k_ref.idx);
895 describe_flavor(player_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
900 msg_format("Matching object No.%d %s", k_ref.idx, o_name);
903 len = strlen(o_name);
905 if (_(!strrncmp(str, o_name, len), !strncmp(str, o_name, len))) {
907 k_ids.push_back(k_ref.idx);
913 if (allow_ego && k_ids.size() == 1) {
914 KIND_OBJECT_IDX k_idx = k_ids.back();
917 for (const auto &[e_idx, e_ref] : e_info) {
918 if (e_ref.idx == EgoType::NONE || e_ref.name.empty()) {
922 strcpy(o_name, e_ref.name.c_str());
927 msg_format("matching ego no.%d %s...", e_ref.idx, o_name);
930 if (_(!strncmp(str, o_name, strlen(o_name)), !strrncmp(str, o_name, strlen(o_name)))) {
931 if (is_slot_able_to_be_ego(player_ptr, o_ptr) != e_ref.slot) {
935 e_ids.push_back(e_ref.idx);
941 std::vector<ARTIFACT_IDX> a_ids;
944 char a_desc[MAX_NLEN] = "\0";
945 char *a_str = a_desc;
949 for (const auto &a_ref : a_info) {
950 if (a_ref.idx == 0 || a_ref.name.empty()) {
954 KIND_OBJECT_IDX k_idx = lookup_kind(a_ref.tval, a_ref.sval);
960 o_ptr->fixed_artifact_idx = a_ref.idx;
962 describe_flavor(player_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
967 strcpy(a_desc, a_ref.name.c_str());
974 if (!strncmp(a_str, "『", 2)) {
976 char *s = strstr(a_str, "』");
981 int l = strlen(a_str);
982 if (!strrncmp(a_str, "の", 2)) {
988 if (a_str[0] == '\'') {
990 char *s = strchr(a_desc, '\'');
994 else if (!strncmp(a_str, (const char *)"of ", 3)) {
1002 msg_format("Matching artifact No.%d %s(%s)", a_ref.idx, a_desc, _(&o_name[2], o_name));
1005 std::vector<const char *> l = { a_str, a_ref.name.c_str(), _(&o_name[2], o_name) };
1006 for (size_t c = 0; c < l.size(); c++) {
1007 if (!strcmp(str, l.at(c))) {
1008 len = strlen(l.at(c));
1010 a_ids.push_back(a_ref.idx);
1018 if (w_ptr->wizard && (a_ids.size() > 1 || e_ids.size() > 1)) {
1019 msg_print(_("候補が多すぎる!", "Too many matches!"));
1020 return WishResultType::FAIL;
1023 if (a_ids.size() == 1) {
1024 ARTIFACT_IDX a_idx = a_ids.back();
1025 if (must || (ok_art && !a_info[a_idx].cur_num)) {
1026 create_named_art(player_ptr, a_idx, player_ptr->y, player_ptr->x);
1027 if (!w_ptr->wizard) {
1028 a_info[a_idx].cur_num = 1;
1031 wishing_puff_of_smoke();
1034 return WishResultType::ARTIFACT;
1037 if (!allow_ego && (wish_ego || e_ids.size() > 0)) {
1038 msg_print(_("エゴアイテムは願えない!", "Can not wish ego item."));
1039 return WishResultType::NOTHING;
1042 if (k_ids.size() == 1) {
1043 KIND_OBJECT_IDX k_idx = k_ids.back();
1044 auto *k_ptr = &k_info[k_idx];
1046 artifact_type *a_ptr;
1047 ARTIFACT_IDX a_idx = 0;
1048 if (k_ptr->gen_flags.has(ItemGenerationTraitType::INSTA_ART)) {
1049 for (const auto &a_ref : a_info) {
1050 if (a_ref.idx == 0 || a_ref.tval != k_ptr->tval || a_ref.sval != k_ptr->sval) {
1059 a_ptr = &a_info[a_idx];
1060 if (must || (ok_art && !a_ptr->cur_num)) {
1061 create_named_art(player_ptr, a_idx, player_ptr->y, player_ptr->x);
1062 if (!w_ptr->wizard) {
1063 a_info[a_idx].cur_num = 1;
1066 wishing_puff_of_smoke();
1069 return WishResultType::ARTIFACT;
1073 if (must || ok_art) {
1076 ItemMagicApplier(player_ptr, o_ptr, k_ptr->level, AM_SPECIAL | AM_NO_FIXED_ART).execute();
1077 } while (!o_ptr->art_name || o_ptr->fixed_artifact_idx || o_ptr->is_ego() || o_ptr->is_cursed());
1079 if (o_ptr->art_name) {
1080 drop_near(player_ptr, o_ptr, -1, player_ptr->y, player_ptr->x);
1083 wishing_puff_of_smoke();
1085 return WishResultType::ARTIFACT;
1088 WishResultType res = WishResultType::NOTHING;
1089 if (allow_ego && (wish_ego || e_ids.size() > 0)) {
1090 if (must || ok_ego) {
1091 if (e_ids.size() > 0) {
1093 o_ptr->ego_idx = e_ids[0];
1094 apply_ego(o_ptr, player_ptr->current_floor_ptr->base_level);
1096 int max_roll = 1000;
1098 for (i = 0; i < max_roll; i++) {
1100 ItemMagicApplier(player_ptr, o_ptr, k_ptr->level, AM_GREAT | AM_NO_FIXED_ART).execute();
1102 if (o_ptr->fixed_artifact_idx || o_ptr->art_name) {
1110 EgoType e_idx = EgoType::NONE;
1111 for (auto e : e_ids) {
1112 if (o_ptr->ego_idx == e) {
1118 if (e_idx != EgoType::NONE) {
1123 if (i == max_roll) {
1124 msg_print(_("失敗!もう一度願ってみてください。", "Failed! Try again."));
1125 return WishResultType::FAIL;
1129 wishing_puff_of_smoke();
1132 res = WishResultType::EGO;
1134 for (int i = 0; i < 100; i++) {
1136 ItemMagicApplier(player_ptr, o_ptr, 0, AM_NO_FIXED_ART).execute();
1137 if (!o_ptr->is_cursed()) {
1141 res = WishResultType::NORMAL;
1144 if (blessed && wield_slot(player_ptr, o_ptr) != -1) {
1145 o_ptr->art_flags.set(TR_BLESSED);
1148 if (fixed && wield_slot(player_ptr, o_ptr) != -1) {
1149 o_ptr->art_flags.set(TR_IGNORE_ACID);
1150 o_ptr->art_flags.set(TR_IGNORE_FIRE);
1153 (void)drop_near(player_ptr, o_ptr, -1, player_ptr->y, player_ptr->x);
1158 msg_print(_("うーん、そんなものは存在しないようだ。", "Ummmm, that is not existing..."));
1159 return WishResultType::FAIL;