2 * @brief ウィザードモードの処理(特別処理中心) / Wizard commands
5 * Copyright (c) 1997 Ben Harrison, and others<br>
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.<br>
9 * 2014 Deskull rearranged comment for Doxygen.<br>
12 #include "wizard/wizard-special-process.h"
13 #include "birth/inventory-initializer.h"
14 #include "cmd-io/cmd-dump.h"
15 #include "cmd-io/cmd-help.h"
16 #include "cmd-io/cmd-save.h"
17 #include "cmd-visual/cmd-draw.h"
18 #include "core/asking-player.h"
19 #include "core/stuff-handler.h"
20 #include "dungeon/dungeon.h"
21 #include "dungeon/quest.h"
22 #include "floor/floor-object.h"
23 #include "floor/floor-save.h"
24 #include "floor/floor.h"
25 #include "game-option/option-types-table.h"
26 #include "game-option/play-record-options.h"
27 #include "game-option/special-options.h"
28 #include "grid/grid.h"
29 #include "info-reader/fixed-map-parser.h"
30 #include "inventory/inventory-object.h"
31 #include "inventory/inventory-slot-types.h"
32 #include "io/files-util.h"
33 #include "io/input-key-acceptor.h"
34 #include "io/input-key-requester.h"
35 #include "io/targeting.h"
36 #include "io/write-diary.h"
37 #include "market/arena.h"
38 #include "monster-floor/monster-remover.h"
39 #include "monster-floor/monster-summon.h"
40 #include "monster/monster-describer.h"
41 #include "monster/monster-description-types.h"
42 #include "monster/monster-info.h"
43 #include "monster/monster-status.h"
44 #include "monster/smart-learn-types.h"
45 #include "mutation/mutation.h"
46 #include "object-enchant/apply-magic.h"
47 #include "object-enchant/artifact.h"
48 #include "object-enchant/item-apply-magic.h"
49 #include "object-enchant/trc-types.h"
50 #include "object-enchant/trg-types.h"
51 #include "object-hook/hook-enchant.h"
52 #include "object/item-use-flags.h"
53 #include "object/object-flags.h"
54 #include "object/object-flavor.h"
55 #include "object/object-generator.h"
56 #include "object/object-kind.h"
57 #include "object/object-value.h"
58 #include "perception/object-perception.h"
59 #include "player/digestion-processor.h"
60 #include "player/patron.h"
61 #include "player/player-class.h"
62 #include "player/player-race-types.h"
63 #include "player/player-skill.h"
64 #include "player/player-status.h"
65 #include "player/selfinfo.h"
66 #include "spell-kind/spells-detection.h"
67 #include "spell-kind/spells-floor.h"
68 #include "spell-kind/spells-perception.h"
69 #include "spell-kind/spells-sight.h"
70 #include "spell-kind/spells-teleport.h"
71 #include "spell/spells-object.h"
72 #include "spell/spells-status.h"
73 #include "spell/spells-summon.h"
74 #include "status/experience.h"
75 #include "system/alloc-entries.h"
76 #include "system/angband-version.h"
77 #include "term/screen-processor.h"
78 #include "term/term-color-types.h"
79 #include "util/angband-files.h"
80 #include "util/bit-flags-calculator.h"
81 #include "util/int-char-converter.h"
82 #include "view/display-messages.h"
83 #include "wizard/tval-descriptions-table.h"
84 #include "wizard/wizard-spells.h"
85 #include "wizard/wizard-spoiler.h"
86 #include "world/world.h"
88 #define K_MAX_DEPTH 110 /*!< アイテムの階層毎生成率を表示する最大階 */
94 * @brief 指定されたIDの固定アーティファクトを生成する / Create the artifact of the specified number
95 * @param caster_ptr プレーヤーへの参照ポインタ
98 static void wiz_create_named_art(player_type *caster_ptr)
100 char tmp_val[10] = "";
101 if (!get_string("Artifact ID:", tmp_val, 3))
104 ARTIFACT_IDX a_idx = (ARTIFACT_IDX)atoi(tmp_val);
105 if ((a_idx < 0) || (a_idx >= max_a_idx))
108 (void)create_named_art(caster_ptr, a_idx, caster_ptr->y, caster_ptr->x);
109 msg_print("Allocated.");
113 * @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.
116 static void prt_binary(BIT_FLAGS flags, int row, int col)
119 for (int i = bitmask = 1; i <= 32; i++, bitmask *= 2) {
120 if (flags & bitmask) {
121 Term_putch(col++, row, TERM_BLUE, '*');
123 Term_putch(col++, row, TERM_WHITE, '-');
129 * @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.
130 * @param tval ベースアイテムの大項目ID
131 * @param sval ベースアイテムの小項目ID
136 static void prt_alloc(tval_type tval, OBJECT_SUBTYPE_VALUE sval, TERM_LEN row, TERM_LEN col)
138 u32b rarity[K_MAX_DEPTH];
139 (void)C_WIPE(rarity, K_MAX_DEPTH, u32b);
140 u32b total[K_MAX_DEPTH];
141 (void)C_WIPE(total, K_MAX_DEPTH, u32b);
143 (void)C_WIPE(display, 22, s32b);
146 for (int i = 0; i < K_MAX_DEPTH; i++) {
149 alloc_entry *table = alloc_kind_table;
150 for (int j = 0; j < alloc_kind_size; j++) {
153 if (table[j].level <= i) {
154 prob = table[j].prob1 * GREAT_OBJ * K_MAX_DEPTH;
155 } else if (table[j].level - 1 > 0) {
156 prob = table[j].prob1 * i * K_MAX_DEPTH / (table[j].level - 1);
159 k_ptr = &k_info[table[j].index];
161 total[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
162 total_frac += prob % (GREAT_OBJ * K_MAX_DEPTH);
164 if ((k_ptr->tval == tval) && (k_ptr->sval == sval)) {
166 rarity[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
170 total[i] += total_frac / (GREAT_OBJ * K_MAX_DEPTH);
173 for (int i = 0; i < 22; i++) {
175 for (int j = i * K_MAX_DEPTH / 22; j < (i + 1) * K_MAX_DEPTH / 22; j++)
176 possibility += rarity[j] * 100000 / total[j];
178 display[i] = possibility / 5;
181 for (int i = 0; i < 22; i++) {
182 Term_putch(col, row + i + 1, TERM_WHITE, '|');
183 prt(format("%2dF", (i * 5)), row + i + 1, col);
184 if ((i * K_MAX_DEPTH / 22 <= home) && (home < (i + 1) * K_MAX_DEPTH / 22))
185 c_prt(TERM_RED, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
187 c_prt(TERM_WHITE, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
190 concptr r = "+---Rate---+";
195 * @brief プレイヤーの職業を変更する
197 * @todo 魔法領域の再選択などがまだ不完全、要実装。
199 static void do_cmd_wiz_reset_class(player_type *creature_ptr)
202 sprintf(ppp, "Class (0-%d): ", MAX_CLASS - 1);
205 sprintf(tmp_val, "%d", creature_ptr->pclass);
207 if (!get_string(ppp, tmp_val, 2))
210 int tmp_int = atoi(tmp_val);
211 if (tmp_int < 0 || tmp_int >= MAX_CLASS)
214 creature_ptr->pclass = (byte)tmp_int;
215 creature_ptr->window |= (PW_PLAYER);
216 creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
217 handle_stuff(creature_ptr);
221 * @brief プレイヤーの現能力値を調整する
222 * Aux function for "do_cmd_wiz_change()". -RAK-
225 static void do_cmd_wiz_change_aux(player_type *creature_ptr)
233 for (int i = 0; i < A_MAX; i++) {
234 sprintf(ppp, "%s (3-%d): ", stat_names[i], creature_ptr->stat_max_max[i]);
235 sprintf(tmp_val, "%d", creature_ptr->stat_max[i]);
236 if (!get_string(ppp, tmp_val, 3))
239 tmp_int = atoi(tmp_val);
240 if (tmp_int > creature_ptr->stat_max_max[i])
241 tmp_int = creature_ptr->stat_max_max[i];
242 else if (tmp_int < 3)
245 creature_ptr->stat_cur[i] = creature_ptr->stat_max[i] = (BASE_STATUS)tmp_int;
248 sprintf(tmp_val, "%d", WEAPON_EXP_MASTER);
249 if (!get_string(_("熟練度: ", "Proficiency: "), tmp_val, 9))
252 tmp_s16b = (s16b)atoi(tmp_val);
253 if (tmp_s16b < WEAPON_EXP_UNSKILLED)
254 tmp_s16b = WEAPON_EXP_UNSKILLED;
255 if (tmp_s16b > WEAPON_EXP_MASTER)
256 tmp_s16b = WEAPON_EXP_MASTER;
258 for (int j = 0; j <= TV_WEAPON_END - TV_WEAPON_BEGIN; j++) {
259 for (int i = 0; i < 64; i++) {
260 creature_ptr->weapon_exp[j][i] = tmp_s16b;
261 if (creature_ptr->weapon_exp[j][i] > s_info[creature_ptr->pclass].w_max[j][i])
262 creature_ptr->weapon_exp[j][i] = s_info[creature_ptr->pclass].w_max[j][i];
266 for (int j = 0; j < 10; j++) {
267 creature_ptr->skill_exp[j] = tmp_s16b;
268 if (creature_ptr->skill_exp[j] > s_info[creature_ptr->pclass].s_max[j])
269 creature_ptr->skill_exp[j] = s_info[creature_ptr->pclass].s_max[j];
273 for (k = 0; k < 32; k++)
274 creature_ptr->spell_exp[k] = (tmp_s16b > SPELL_EXP_MASTER ? SPELL_EXP_MASTER : tmp_s16b);
277 creature_ptr->spell_exp[k] = (tmp_s16b > SPELL_EXP_EXPERT ? SPELL_EXP_EXPERT : tmp_s16b);
279 sprintf(tmp_val, "%ld", (long)(creature_ptr->au));
280 if (!get_string("Gold: ", tmp_val, 9))
283 tmp_long = atol(tmp_val);
287 creature_ptr->au = tmp_long;
288 sprintf(tmp_val, "%ld", (long)(creature_ptr->max_exp));
289 if (!get_string("Experience: ", tmp_val, 9))
292 tmp_long = atol(tmp_val);
296 if (creature_ptr->prace == RACE_ANDROID)
299 creature_ptr->max_exp = tmp_long;
300 creature_ptr->exp = tmp_long;
301 check_experience(creature_ptr);
305 * @brief プレイヤーの現能力値を調整する(メインルーチン)
306 * Change various "permanent" player variables.
309 static void do_cmd_wiz_change(player_type *creature_ptr)
311 do_cmd_wiz_change_aux(creature_ptr);
312 do_cmd_redraw(creature_ptr);
316 * @brief アイテムの詳細ステータスを表示する /
317 * Change various "permanent" player variables.
318 * @param player_ptr プレーヤーへの参照ポインタ
319 * @param o_ptr 詳細を表示するアイテム情報の参照ポインタ
322 static void wiz_display_item(player_type *player_ptr, object_type *o_ptr)
324 BIT_FLAGS flgs[TR_FLAG_SIZE];
325 object_flags(player_ptr, o_ptr, flgs);
328 for (int i = 1; i <= 23; i++)
331 prt_alloc(o_ptr->tval, o_ptr->sval, 1, 0);
333 object_desc(player_ptr, buf, o_ptr, OD_STORE);
335 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);
336 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);
337 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);
338 prt(format("name1 = %-4d name2 = %-4d cost = %ld", o_ptr->name1, o_ptr->name2, (long)object_value_real(player_ptr, o_ptr)), 7, j);
339 prt(format("ident = %04x xtra1 = %-4d xtra2 = %-4d timeout = %-d", o_ptr->ident, o_ptr->xtra1, o_ptr->xtra2, o_ptr->timeout), 8, j);
340 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);
342 prt("+------------FLAGS1------------+", 10, j);
343 prt("AFFECT........SLAY........BRAND.", 11, j);
344 prt(" mf cvae xsqpaefc", 12, j);
345 prt("siwdccsossidsahanvudotgddhuoclio", 13, j);
346 prt("tnieohtctrnipttmiinmrrnrrraiierl", 14, j);
347 prt("rtsxnarelcfgdkcpmldncltggpksdced", 15, j);
348 prt_binary(flgs[0], 16, j);
350 prt("+------------FLAGS2------------+", 17, j);
351 prt("SUST....IMMUN.RESIST............", 18, j);
352 prt(" reaefctrpsaefcpfldbc sn ", 19, j);
353 prt("siwdcciaclioheatcliooeialoshtncd", 20, j);
354 prt("tnieohdsierlrfraierliatrnnnrhehi", 21, j);
355 prt("rtsxnaeydcedwlatdcedsrekdfddrxss", 22, j);
356 prt_binary(flgs[1], 23, j);
358 prt("+------------FLAGS3------------+", 10, j + 32);
359 prt("fe cnn t stdrmsiiii d ab ", 11, j + 32);
360 prt("aa aoomywhs lleeieihgggg rtgl ", 12, j + 32);
361 prt("uu utmacaih eielgggonnnnaaere ", 13, j + 32);
362 prt("rr reanurdo vtieeehtrrrrcilas ", 14, j + 32);
363 prt("aa algarnew ienpsntsaefctnevs ", 15, j + 32);
364 prt_binary(flgs[2], 16, j + 32);
366 prt("+------------FLAGS4------------+", 17, j + 32);
367 prt("KILL....ESP......... ", 18, j + 32);
368 prt("aeud tghaud tgdhegnu ", 19, j + 32);
369 prt("nvneoriunneoriruvoon ", 20, j + 32);
370 prt("iidmroamidmroagmionq ", 21, j + 32);
371 prt("mlenclnmmenclnnnldlu ", 22, j + 32);
372 prt_binary(flgs[3], 23, j + 32);
376 * @brief ベースアイテムのウィザード生成のために大項目IDと小項目IDを取得する /
377 * Specify tval and sval (type and subtype of object) originally
380 * by RAK, heavily modified by -Bernd-
381 * This function returns the k_idx of an object type, or zero if failed
382 * List up to 50 choices in three columns
384 static KIND_OBJECT_IDX wiz_create_itemtype(void)
390 KIND_OBJECT_IDX choice[80];
394 for (num = 0; (num < 80) && tvals[num].tval; num++) {
395 row = 2 + (num % 20);
396 col = 20 * (num / 20);
398 prt(format("[%c] %s", ch, tvals[num].desc), row, col);
402 if (!get_com("Get what type of object? ", &ch, FALSE))
405 for (num = 0; num < max_num; num++) {
406 if (listsym[num] == ch)
410 if ((num < 0) || (num >= max_num))
413 tval_type tval = tvals[num].tval;
414 concptr tval_desc = tvals[num].desc;
416 for (num = 0, i = 1; (num < 80) && (i < max_k_idx); i++) {
417 object_kind *k_ptr = &k_info[i];
418 if (k_ptr->tval != tval)
421 row = 2 + (num % 20);
422 col = 20 * (num / 20);
426 prt(format("[%c] %s", ch, buf), row, col);
431 if (!get_com(format("What Kind of %s? ", tval_desc), &ch, FALSE))
434 for (num = 0; num < max_num; num++)
435 if (listsym[num] == ch)
438 if ((num < 0) || (num >= max_num))
445 * @briefアイテムの基礎能力値を調整する / Tweak an item
446 * @param player_ptr プレーヤーへの参照ポインタ
447 * @param o_ptr 調整するアイテムの参照ポインタ
450 static void wiz_tweak_item(player_type *player_ptr, object_type *o_ptr)
452 if (object_is_artifact(o_ptr))
455 concptr p = "Enter new 'pval' setting: ";
457 sprintf(tmp_val, "%d", o_ptr->pval);
458 if (!get_string(p, tmp_val, 5))
460 o_ptr->pval = (s16b)atoi(tmp_val);
461 wiz_display_item(player_ptr, o_ptr);
463 p = "Enter new 'to_a' setting: ";
464 sprintf(tmp_val, "%d", o_ptr->to_a);
465 if (!get_string(p, tmp_val, 5))
467 o_ptr->to_a = (s16b)atoi(tmp_val);
468 wiz_display_item(player_ptr, o_ptr);
470 p = "Enter new 'to_h' setting: ";
471 sprintf(tmp_val, "%d", o_ptr->to_h);
472 if (!get_string(p, tmp_val, 5))
474 o_ptr->to_h = (s16b)atoi(tmp_val);
475 wiz_display_item(player_ptr, o_ptr);
477 p = "Enter new 'to_d' setting: ";
478 sprintf(tmp_val, "%d", (int)o_ptr->to_d);
479 if (!get_string(p, tmp_val, 5))
481 o_ptr->to_d = (s16b)atoi(tmp_val);
482 wiz_display_item(player_ptr, o_ptr);
486 * @brief アイテムの質を選択して再生成する /
487 * Apply magic to an item or turn it into an artifact. -Bernd-
488 * @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
491 static void wiz_reroll_item(player_type *owner_ptr, object_type *o_ptr)
493 if (object_is_artifact(o_ptr))
499 object_copy(q_ptr, o_ptr);
502 bool changed = FALSE;
504 wiz_display_item(owner_ptr, q_ptr);
505 if (!get_com("[a]ccept, [w]orthless, [c]ursed, [n]ormal, [g]ood, [e]xcellent, [s]pecial? ", &ch, FALSE)) {
506 if (object_is_fixed_artifact(q_ptr)) {
507 a_info[q_ptr->name1].cur_num = 0;
515 if (ch == 'A' || ch == 'a') {
520 if (object_is_fixed_artifact(q_ptr)) {
521 a_info[q_ptr->name1].cur_num = 0;
526 /* Apply bad magic, but first clear object */
529 object_prep(owner_ptr, q_ptr, o_ptr->k_idx);
530 apply_magic(owner_ptr, q_ptr, owner_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT | AM_CURSED);
533 /* Apply bad magic, but first clear object */
536 object_prep(owner_ptr, q_ptr, o_ptr->k_idx);
537 apply_magic(owner_ptr, q_ptr, owner_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_CURSED);
540 /* Apply normal magic, but first clear object */
543 object_prep(owner_ptr, q_ptr, o_ptr->k_idx);
544 apply_magic(owner_ptr, q_ptr, owner_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART);
547 /* Apply good magic, but first clear object */
550 object_prep(owner_ptr, q_ptr, o_ptr->k_idx);
551 apply_magic(owner_ptr, q_ptr, owner_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD);
554 /* Apply great magic, but first clear object */
557 object_prep(owner_ptr, q_ptr, o_ptr->k_idx);
558 apply_magic(owner_ptr, q_ptr, owner_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT);
561 /* Apply special magic, but first clear object */
564 object_prep(owner_ptr, q_ptr, o_ptr->k_idx);
565 apply_magic(owner_ptr, q_ptr, owner_ptr->current_floor_ptr->dun_level, AM_GOOD | AM_GREAT | AM_SPECIAL);
567 if (!object_is_artifact(q_ptr))
568 become_random_artifact(owner_ptr, q_ptr, FALSE);
574 q_ptr->iy = o_ptr->iy;
575 q_ptr->ix = o_ptr->ix;
576 q_ptr->next_o_idx = o_ptr->next_o_idx;
577 q_ptr->marked = o_ptr->marked;
581 object_copy(o_ptr, q_ptr);
582 owner_ptr->update |= (PU_BONUS);
583 owner_ptr->update |= (PU_COMBINE | PU_REORDER);
584 owner_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
589 * @brief 検査対象のアイテムを基準とした生成テストを行う /
590 * Try to create an item again. Output some statistics. -Bernd-
591 * @param caster_ptr プレーヤーへの参照ポインタ
592 * @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
594 * The statistics are correct now. We acquire a clean grid, and then
595 * repeatedly place an object in this grid, copying it into an item
596 * holder, and then deleting the object. We fiddle with the artifact
597 * counter flags to prevent weirdness. We use the items to collect
598 * statistics on item creation relative to the initial item.
600 static void wiz_statistics(player_type *caster_ptr, object_type *o_ptr)
605 concptr q = "Rolls: %ld Correct: %ld Matches: %ld Better: %ld Worse: %ld Other: %ld";
606 concptr p = "Enter number of items to roll: ";
609 if (object_is_fixed_artifact(o_ptr))
610 a_info[o_ptr->name1].cur_num = 0;
612 u32b i, matches, better, worse, other, correct;
613 u32b test_roll = 1000000;
618 concptr pmt = "Roll for [n]ormal, [g]ood, or [e]xcellent treasure? ";
619 wiz_display_item(caster_ptr, o_ptr);
620 if (!get_com(pmt, &ch, FALSE))
623 if (ch == 'n' || ch == 'N') {
626 } else if (ch == 'g' || ch == 'G') {
629 } else if (ch == 'e' || ch == 'E') {
630 mode = AM_GOOD | AM_GREAT;
631 quality = "excellent";
636 sprintf(tmp_val, "%ld", (long int)test_roll);
637 if (get_string(p, tmp_val, 10))
638 test_roll = atol(tmp_val);
639 test_roll = MAX(1, test_roll);
640 msg_format("Creating a lot of %s items. Base level = %d.", quality, caster_ptr->current_floor_ptr->dun_level);
643 correct = matches = better = worse = other = 0;
644 for (i = 0; i <= test_roll; i++) {
645 if ((i < 100) || (i % 100 == 0)) {
649 break; // stop rolling
652 prt(format(q, i, correct, matches, better, worse, other), 0, 0);
658 make_object(caster_ptr, q_ptr, mode);
659 if (object_is_fixed_artifact(q_ptr))
660 a_info[q_ptr->name1].cur_num = 0;
662 if ((o_ptr->tval != q_ptr->tval) || (o_ptr->sval != q_ptr->sval))
666 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)
667 && (q_ptr->name1 == o_ptr->name1)) {
669 } 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)) {
671 } 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)) {
678 msg_format(q, i, correct, matches, better, worse, other);
682 if (object_is_fixed_artifact(o_ptr))
683 a_info[o_ptr->name1].cur_num = 1;
687 * @brief 検査対象のアイテムの数を変更する /
688 * Change the quantity of a the item
689 * @param caster_ptr プレーヤーへの参照ポインタ
690 * @param o_ptr 変更するアイテム情報構造体の参照ポインタ
693 static void wiz_quantity_item(object_type *o_ptr)
695 if (object_is_artifact(o_ptr))
698 int tmp_qnt = o_ptr->number;
700 sprintf(tmp_val, "%d", (int)o_ptr->number);
701 if (get_string("Quantity: ", tmp_val, 2)) {
702 int tmp_int = atoi(tmp_val);
709 o_ptr->number = (byte)tmp_int;
712 if (o_ptr->tval == TV_ROD)
713 o_ptr->pval = o_ptr->pval * o_ptr->number / tmp_qnt;
717 * @brief アイテム検査のメインルーチン /
718 * Play with an item. Options include:
721 * - Output statistics (via wiz_roll_item)<br>
722 * - Reroll item (via wiz_reroll_item)<br>
723 * - Change properties (via wiz_tweak_item)<br>
724 * - Change the number of items (via wiz_quantity_item)<br>
726 static void do_cmd_wiz_play(player_type *creature_ptr)
728 concptr q = "Play with which object? ";
729 concptr s = "You have nothing to play with.";
733 o_ptr = choose_object(creature_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
737 screen_save(creature_ptr);
742 object_copy(q_ptr, o_ptr);
744 bool changed = FALSE;
746 wiz_display_item(creature_ptr, q_ptr);
747 if (!get_com("[a]ccept [s]tatistics [r]eroll [t]weak [q]uantity? ", &ch, FALSE)) {
752 if (ch == 'A' || ch == 'a') {
757 if (ch == 's' || ch == 'S') {
758 wiz_statistics(creature_ptr, q_ptr);
761 if (ch == 'r' || ch == 'R') {
762 wiz_reroll_item(creature_ptr, q_ptr);
765 if (ch == 't' || ch == 'T') {
766 wiz_tweak_item(creature_ptr, q_ptr);
769 if (ch == 'q' || ch == 'Q') {
770 wiz_quantity_item(q_ptr);
774 screen_load(creature_ptr);
776 msg_print("Changes accepted.");
778 creature_ptr->total_weight += (q_ptr->weight * q_ptr->number) - (o_ptr->weight * o_ptr->number);
781 object_copy(o_ptr, q_ptr);
782 creature_ptr->update |= (PU_BONUS);
783 creature_ptr->update |= (PU_COMBINE | PU_REORDER);
784 creature_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
786 msg_print("Changes ignored.");
791 * @brief 任意のベースアイテム生成のメインルーチン /
792 * Wizard routine for creating objects -RAK-
795 * Heavily modified to allow magification and artifactification -Bernd-
797 * Note that wizards cannot create objects on top of other objects.
799 * Hack -- this routine always makes a "dungeon object", and applies
800 * magic to it, and attempts to decline cursed items.
802 static void wiz_create_item(player_type *caster_ptr)
804 screen_save(caster_ptr);
805 OBJECT_IDX k_idx = wiz_create_itemtype();
806 screen_load(caster_ptr);
810 if (k_info[k_idx].gen_flags & TRG_INSTA_ART) {
811 for (ARTIFACT_IDX i = 1; i < max_a_idx; i++) {
812 if ((a_info[i].tval != k_info[k_idx].tval) || (a_info[i].sval != k_info[k_idx].sval))
815 (void)create_named_art(caster_ptr, i, caster_ptr->y, caster_ptr->x);
816 msg_print("Allocated(INSTA_ART).");
824 object_prep(caster_ptr, q_ptr, k_idx);
825 apply_magic(caster_ptr, q_ptr, caster_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART);
826 (void)drop_near(caster_ptr, q_ptr, -1, caster_ptr->y, caster_ptr->x);
827 msg_print("Allocated.");
831 * @brief プレイヤーを完全回復する /
832 * Cure everything instantly
835 static void do_cmd_wiz_cure_all(player_type *creature_ptr)
837 (void)life_stream(creature_ptr, FALSE, FALSE);
838 (void)restore_mana(creature_ptr, TRUE);
839 (void)set_food(creature_ptr, PY_FOOD_MAX - 1);
843 * @brief 任意のダンジョン及び階層に飛ぶ /
847 static void do_cmd_wiz_jump(player_type *creature_ptr)
849 if (command_arg <= 0) {
852 DUNGEON_IDX tmp_dungeon_type;
853 sprintf(ppp, "Jump which dungeon : ");
854 sprintf(tmp_val, "%d", creature_ptr->dungeon_idx);
855 if (!get_string(ppp, tmp_val, 2))
858 tmp_dungeon_type = (DUNGEON_IDX)atoi(tmp_val);
859 if (!d_info[tmp_dungeon_type].maxdepth || (tmp_dungeon_type > current_world_ptr->max_d_idx))
860 tmp_dungeon_type = DUNGEON_ANGBAND;
862 sprintf(ppp, "Jump to level (0, %d-%d): ", (int)d_info[tmp_dungeon_type].mindepth, (int)d_info[tmp_dungeon_type].maxdepth);
863 sprintf(tmp_val, "%d", (int)creature_ptr->current_floor_ptr->dun_level);
864 if (!get_string(ppp, tmp_val, 10))
867 command_arg = (COMMAND_ARG)atoi(tmp_val);
868 creature_ptr->dungeon_idx = tmp_dungeon_type;
871 if (command_arg < d_info[creature_ptr->dungeon_idx].mindepth)
874 if (command_arg > d_info[creature_ptr->dungeon_idx].maxdepth)
875 command_arg = (COMMAND_ARG)d_info[creature_ptr->dungeon_idx].maxdepth;
877 msg_format("You jump to dungeon level %d.", command_arg);
879 do_cmd_save_game(creature_ptr, TRUE);
881 creature_ptr->current_floor_ptr->dun_level = command_arg;
882 prepare_change_floor_mode(creature_ptr, CFM_RAND_PLACE);
883 if (!creature_ptr->current_floor_ptr->dun_level)
884 creature_ptr->dungeon_idx = 0;
886 creature_ptr->current_floor_ptr->inside_arena = FALSE;
887 creature_ptr->wild_mode = FALSE;
888 leave_quest_check(creature_ptr);
890 exe_write_diary(creature_ptr, DIARY_WIZ_TELE, 0, NULL);
892 creature_ptr->current_floor_ptr->inside_quest = 0;
893 free_turn(creature_ptr);
894 creature_ptr->energy_need = 0;
895 prepare_change_floor_mode(creature_ptr, CFM_FIRST_FLOOR);
896 creature_ptr->leaving = TRUE;
900 * @brief 全ベースアイテムを鑑定済みにする /
901 * Become aware of a lot of objects
902 * @param caster_ptr プレーヤーへの参照ポインタ
905 static void do_cmd_wiz_learn(player_type *caster_ptr)
909 for (KIND_OBJECT_IDX i = 1; i < max_k_idx; i++) {
910 object_kind *k_ptr = &k_info[i];
911 if (k_ptr->level <= command_arg) {
913 object_prep(caster_ptr, q_ptr, i);
914 object_aware(caster_ptr, q_ptr);
920 * @brief プレイヤー近辺の全モンスターを消去する /
921 * Hack -- Delete all nearby monsters
924 static void do_cmd_wiz_zap(player_type *caster_ptr)
926 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++) {
927 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
928 if (!monster_is_valid(m_ptr) || (i == caster_ptr->riding) || (m_ptr->cdis > MAX_SIGHT))
931 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname) {
932 GAME_TEXT m_name[MAX_NLEN];
934 monster_desc(caster_ptr, m_name, m_ptr, MD_INDEF_VISIBLE);
935 exe_write_diary(caster_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
938 delete_monster_idx(caster_ptr, i);
943 * @brief フロアに存在する全モンスターを消去する /
944 * Hack -- Delete all monsters
945 * @param caster_ptr 術者の参照ポインタ
948 static void do_cmd_wiz_zap_all(player_type *caster_ptr)
950 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++) {
951 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
952 if (!monster_is_valid(m_ptr) || (i == caster_ptr->riding))
955 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname) {
956 GAME_TEXT m_name[MAX_NLEN];
957 monster_desc(caster_ptr, m_name, m_ptr, MD_INDEF_VISIBLE);
958 exe_write_diary(caster_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
961 delete_monster_idx(caster_ptr, i);
966 * @brief 指定された地点の地形IDを変更する /
967 * Create desired feature
968 * @param creaturer_ptr プレーヤーへの参照ポインタ
971 static void do_cmd_wiz_create_feature(player_type *creature_ptr)
974 if (!tgt_pt(creature_ptr, &x, &y))
978 g_ptr = &creature_ptr->current_floor_ptr->grid_array[y][x];
979 static int prev_feat = 0;
981 sprintf(tmp_val, "%d", prev_feat);
983 if (!get_string(_("地形: ", "Feature: "), tmp_val, 3))
986 FEAT_IDX tmp_feat = (FEAT_IDX)atoi(tmp_val);
989 else if (tmp_feat >= max_f_idx)
990 tmp_feat = max_f_idx - 1;
992 static int prev_mimic = 0;
993 sprintf(tmp_val, "%d", prev_mimic);
995 if (!get_string(_("地形 (mimic): ", "Feature (mimic): "), tmp_val, 3))
998 FEAT_IDX tmp_mimic = (FEAT_IDX)atoi(tmp_val);
1001 else if (tmp_mimic >= max_f_idx)
1002 tmp_mimic = max_f_idx - 1;
1004 cave_set_feat(creature_ptr, y, x, tmp_feat);
1005 g_ptr->mimic = (s16b)tmp_mimic;
1006 feature_type *f_ptr;
1007 f_ptr = &f_info[get_feat_mimic(g_ptr)];
1009 if (have_flag(f_ptr->flags, FF_GLYPH) || have_flag(f_ptr->flags, FF_MINOR_GLYPH))
1010 g_ptr->info |= (CAVE_OBJECT);
1011 else if (have_flag(f_ptr->flags, FF_MIRROR))
1012 g_ptr->info |= (CAVE_GLOW | CAVE_OBJECT);
1014 note_spot(creature_ptr, y, x);
1015 lite_spot(creature_ptr, y, x);
1016 creature_ptr->update |= (PU_FLOW);
1017 prev_feat = tmp_feat;
1018 prev_mimic = tmp_mimic;
1022 * @brief 現在のオプション設定をダンプ出力する /
1023 * @param creature_ptr プレーヤーへの参照ポインタ
1024 * Hack -- Dump option bits usage
1027 static void do_cmd_dump_options()
1030 path_build(buf, sizeof buf, ANGBAND_DIR_USER, "opt_info.txt");
1032 fff = angband_fopen(buf, "a");
1034 msg_format(_("ファイル %s を開けませんでした。", "Failed to open file %s."), buf);
1040 C_MAKE(exist, NUM_O_SET, int *);
1041 C_MAKE(*exist, NUM_O_BIT * NUM_O_SET, int);
1042 for (int i = 1; i < NUM_O_SET; i++)
1043 exist[i] = *exist + i * NUM_O_BIT;
1045 for (int i = 0; option_info[i].o_desc; i++) {
1046 const option_type *ot_ptr = &option_info[i];
1048 exist[ot_ptr->o_set][ot_ptr->o_bit] = i + 1;
1051 fprintf(fff, "[Option bits usage on Hengband %d.%d.%d]\n\n", FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1052 fputs("Set - Bit (Page) Option Name\n", fff);
1053 fputs("------------------------------------------------\n", fff);
1054 for (int i = 0; i < NUM_O_SET; i++) {
1055 for (int j = 0; j < NUM_O_BIT; j++) {
1057 const option_type *ot_ptr = &option_info[exist[i][j] - 1];
1058 fprintf(fff, " %d - %02d (%4d) %s\n", i, j, ot_ptr->o_page, ot_ptr->o_text);
1060 fprintf(fff, " %d - %02d\n", i, j);
1067 C_KILL(*exist, NUM_O_BIT * NUM_O_SET, int);
1068 C_KILL(exist, NUM_O_SET, int *);
1069 angband_fclose(fff);
1070 msg_format(_("オプションbit使用状況をファイル %s に書き出しました。", "Option bits usage dump saved to file %s."), buf);
1074 * @brief プレイ日数を変更する / Set gametime.
1075 * @return 実際に変更を行ったらTRUEを返す
1077 static void set_gametime(void)
1080 char ppp[80], tmp_val[40];
1082 sprintf(ppp, "Dungeon Turn (0-%ld): ", (long)current_world_ptr->dungeon_turn_limit);
1083 sprintf(tmp_val, "%ld", (long)current_world_ptr->dungeon_turn);
1084 if (!get_string(ppp, tmp_val, 10))
1087 tmp_int = atoi(tmp_val);
1090 if (tmp_int >= current_world_ptr->dungeon_turn_limit)
1091 tmp_int = current_world_ptr->dungeon_turn_limit - 1;
1092 else if (tmp_int < 0)
1094 current_world_ptr->dungeon_turn = current_world_ptr->game_turn = tmp_int;
1098 * @brief デバッグコマンドを選択する処理のメインルーチン /
1099 * Ask for and parse a "debug command"
1100 * The "command_arg" may have been set.
1101 * @param creature_ptr プレーヤーへの参照ポインタ
1104 * 番号を指定するには、それをN及びデバッグコマンドをXとしてとして「0N^aX」とする
1105 * a:全状態回復 / Cure all maladies
1106 * A:善悪の属性表示 / Know alignment
1107 * b:相手をテレポバック / Teleport to target
1108 * B:モンスター闘技場のモンスターを更新する / Update gambling monster
1109 * c:アイテム生成 / Create any object
1110 * C:指定番号の固定アーティファクトを生成する / Create a named artifact
1111 * d:全感知 / Detect everything
1112 * D:次元の扉 / Dimension_door
1113 * e:能力変更 / Edit character
1114 * E:全てのスペルをラーニング状態にする / Blue Mage Only
1115 * f:*鑑定* / Fully identification
1116 * F:地形ID変更 / Create desired feature
1117 * g:上質なアイテムを生成 / Good Objects
1119 * h:新生 / Hitpoint rerating
1120 * H:モンスターの群れ生成 / Generate monster group
1121 * i:鑑定 / Identification
1123 * j:ダンジョンの指定フロアへテレポート (ウィザードあり) / Jump to dungeon
1125 * k:自己分析 / Self info
1127 * l:番号指定したアイテムまで鑑定済にする / Learn about objects
1129 * m:魔法の地図 / Magic Mapping
1130 * M:突然変異 / Mutation / TODO: 指定した突然変異の除外機能を追加したい
1131 * n:番号指定したモンスターを生成 / Generate a monster
1132 * N:番号指定したペットを生成 / Generate a pet
1133 * o:アイテムのtval等を編集する / Edit object
1134 * O:現在のオプション設定をダンプ出力 / Output option settings
1137 * q:クエストを完了させる / Finish quest
1138 * Q:クエストに突入する (ウィザードあり) / Jump to quest
1139 * r:カオスパトロンから報酬を貰う / Gain reward from chaos patron
1140 * R:クラス変更 / Change class
1141 * s:フロア相応のモンスター召喚 / Summon a monster
1142 * S:高級品獲得ドロップ / Get a great item
1143 * t:テレポート / Teleport
1144 * T:プレイ日時変更 / Change time
1145 * u:啓蒙 (強制的に忍者以外) / Lite floor without ninja classified
1147 * v:特別品獲得ドロップ / Get a special item
1148 * V:クラス変更 / Change class / TODO: Rと同じなので何か変えたい
1149 * w:啓蒙 (忍者かどうか考慮) / Lite floor with ninja classified
1151 * x:経験値を得る / Gain experience
1152 * X:アイテムを初期状態に戻す / Return items to the initial ones
1155 * z:近隣のモンスター消去 / Zap monsters around
1156 * Z:フロア中のモンスター消去 / Zap all monsters in the floor
1157 * @:特殊スペルの発動 / Special spell
1158 * ":スポイラーのダンプ / Dump spoiler
1159 * ?:ヘルプ表示 (通常の?と同じ) / Show help (same as normal help)
1161 void do_cmd_debug(player_type *creature_ptr)
1164 get_com("Debug Command: ", &cmd, FALSE);
1172 do_cmd_wiz_cure_all(creature_ptr);
1175 msg_format("Your alignment is %d.", creature_ptr->align);
1178 do_cmd_wiz_bamf(creature_ptr);
1181 update_gambling_monsters(creature_ptr);
1184 wiz_create_item(creature_ptr);
1187 wiz_create_named_art(creature_ptr);
1190 detect_all(creature_ptr, DETECT_RAD_ALL * 3);
1193 wiz_dimension_door(creature_ptr);
1196 do_cmd_wiz_change(creature_ptr);
1199 if (creature_ptr->pclass == CLASS_BLUE_MAGE) {
1200 do_cmd_wiz_blue_mage(creature_ptr);
1205 identify_fully(creature_ptr, FALSE, 0);
1208 do_cmd_wiz_create_feature(creature_ptr);
1211 if (command_arg <= 0)
1214 acquirement(creature_ptr, creature_ptr->y, creature_ptr->x, command_arg, FALSE, FALSE, TRUE);
1217 roll_hitdice(creature_ptr, SPOP_DISPLAY_MES | SPOP_DEBUG);
1220 do_cmd_summon_horde(creature_ptr);
1223 (void)ident_spell(creature_ptr, FALSE, 0);
1226 do_cmd_wiz_jump(creature_ptr);
1229 self_knowledge(creature_ptr);
1232 do_cmd_wiz_learn(creature_ptr);
1235 map_area(creature_ptr, DETECT_RAD_ALL * 3);
1238 (void)gain_mutation(creature_ptr, command_arg);
1241 (void)do_cmd_wiz_reset_class(creature_ptr);
1244 (void)gain_level_reward(creature_ptr, command_arg);
1247 do_cmd_wiz_named_friendly(creature_ptr, command_arg);
1250 do_cmd_wiz_named(creature_ptr, command_arg);
1253 do_cmd_dump_options();
1256 do_cmd_wiz_play(creature_ptr);
1259 teleport_player(creature_ptr, 10, TELEPORT_SPONTANEOUS);
1265 sprintf(ppp, "QuestID (0-%d):", max_q_idx - 1);
1266 sprintf(tmp_val, "%d", 0);
1268 if (!get_string(ppp, tmp_val, 3))
1270 tmp_int = atoi(tmp_val);
1274 if (tmp_int >= max_q_idx)
1277 creature_ptr->current_floor_ptr->inside_quest = (QUEST_IDX)tmp_int;
1278 parse_fixed_map(creature_ptr, "q_info.txt", 0, 0, 0, 0);
1279 quest[tmp_int].status = QUEST_STATUS_TAKEN;
1280 creature_ptr->current_floor_ptr->inside_quest = 0;
1284 if (creature_ptr->current_floor_ptr->inside_quest) {
1285 if (quest[creature_ptr->current_floor_ptr->inside_quest].status == QUEST_STATUS_TAKEN) {
1286 complete_quest(creature_ptr, creature_ptr->current_floor_ptr->inside_quest);
1290 msg_print("No current quest");
1296 if (command_arg <= 0)
1298 do_cmd_wiz_summon(creature_ptr, command_arg);
1301 if (command_arg <= 0)
1304 acquirement(creature_ptr, creature_ptr->y, creature_ptr->x, command_arg, TRUE, TRUE, TRUE);
1307 teleport_player(creature_ptr, 100, TELEPORT_SPONTANEOUS);
1313 for (int y = 0; y < creature_ptr->current_floor_ptr->height; y++) {
1314 for (int x = 0; x < creature_ptr->current_floor_ptr->width; x++) {
1315 creature_ptr->current_floor_ptr->grid_array[y][x].info |= (CAVE_GLOW | CAVE_MARK);
1319 wiz_lite(creature_ptr, FALSE);
1322 if (command_arg <= 0)
1324 acquirement(creature_ptr, creature_ptr->y, creature_ptr->x, command_arg, TRUE, FALSE, TRUE);
1327 do_cmd_wiz_reset_class(creature_ptr);
1330 wiz_lite(creature_ptr, (bool)(creature_ptr->pclass == CLASS_NINJA));
1333 gain_exp(creature_ptr, command_arg ? command_arg : (creature_ptr->exp + 1));
1337 for (i = INVEN_TOTAL - 1; i >= 0; i--) {
1338 if (creature_ptr->inventory_list[i].k_idx)
1339 drop_from_inventory(creature_ptr, i, 999);
1342 player_outfit(creature_ptr);
1346 do_cmd_wiz_zap(creature_ptr);
1349 do_cmd_wiz_zap_all(creature_ptr);
1352 probing(creature_ptr);
1355 do_cmd_debug_spell(creature_ptr);
1358 do_cmd_spoilers(creature_ptr);
1361 do_cmd_help(creature_ptr);
1364 msg_print("That is not a valid debug command.");